Ludography
40/100
Critics3 reviews
ArchLord cover

2005 · Naver Corporation · MMORPG · Role-playing

ArchLord

In this massively-multiplayer online game, ArchLord features an advanced player-vs-player combat system, utilizing sprawling free battle areas and special guild battlefields that enables players to battle in fearsome guild versus guild battles. With an ever-evolving storyline of conquest and betrayal, ArchLord presents an epic adventure in which players band together as they quest for the ancient relics of the Archons. Each relic bestows incredible power on those who possess it and when relics are combined they deliver ultimate mastery over the fundamental forces of creation for there can only be one Archlord! Every month, one player will take control of the world, and with it the opportunity to wreak havoc on their cowering enemies as the player gains control of supreme global Archlord powers!

Released
1 March 2005
Platforms
Windows
Genres
MMORPGRole-playing
Developers
Naver CorporationCodemasters
Publishers
Webzen Games
Modes
Multiplayer
Engine
RenderWare
Country
South Korea
Age ratings
ESRB T

About

ArchLord was a fantasy massively multiplayer online role-playing game developed by NHN Corporation and Codemasters Online Gaming (COG). The game was released in March 2005 in South Korea and October 2006 in North America and Europe, receiving poor reviews from the gaming press. In August 2007, ArchLord became free-to-play to coincide with the release of the first episodic expansion pack, Season of Siege. The second expansion, Spirits Awakening, was released in August 2008.

From August 2009, Webzen published ArchLord in additional countries where Codemasters did not have rights to distribute the game. From October 3 the same year, Webzen maintained ArchLord globally, offering the seventh expansion, called Heaven & Hell. The game has been shut down since January 1, 2014.

Keywords

  • orcs
  • magic
  • grinding
  • elves
  • pets
  • free-to-play
  • tournament
  • pre-release public testing
  • human
  • bow and arrow
  • player vs player
  • player vs environment

Media

ArchLord screenshot 1

The articlegameplay, story, development, reception

Gameplay

ArchLord used a crafting system, which allowed players to upgrade items in a unique way, and allowed players to carve, skin and ransack any defeated monster. The materials obtained using carving, skinning, and ransacking skills were used in Alchemy and Cooking to create power-up items. Alchemy created metamorphosis potions, which allowed players to transform into monsters, whereas Cooking allowed a player to create food which gave statistic bonuses, e.g. defense buffs.

There was an advanced market system employed in this game for ease of trading between players.

Story

ArchLord is set on the continent of Chantra and features four playable races: Orcs, Humans, Moon Elves and the new DragonScion. Orcs begin their quests in the Golunndo, Humans begin in Anchorville, Moon Elves begin in Norine, and DragonScions in Cien. They all have access to three classes except for the DragonScion that from level 20 evolves to one of the three races.

The Humans first appeared in Chantra 1000 years after the Orcs had settled. Following the dramatic sinking of their land, key pioneers in Human society initially established a foothold in the Western part of the continent known as Chantra. History suggests they were able to do so due to their ability to handle fire. In the early stages, Humans lived in relative peace, but they soon began to realize that Orcs had landed on the Eastern part of the continent and before long tensions were raised as the Humans became protective of their territory.

Reception

ArchLord received poor ratings; GameSpot criticized the repetitive and tedious gameplay, blurry graphics and lackluster audio, shallow quest and crafting system, and the hours of repetitive combat required to get to player versus player and high-level content. The reviewer's only positive comment was that ArchLord offered familiar role-playing gameplay of "kill, loot, buy stuff", overall awarding a "terrible" rating of 2.7 out of 10. Eurogamer awarded 4 out of 10, criticizing the lack of visual distinction between the power levels of monsters, with trial and error required to progress; a lack of other players, with those present not offering any legible dialogue; atrocious controls that caused the reviewer's character to get stuck on scenery; interesting-sounding features (castle sieges, for example) being restricted to higher levels; and a user interface that's "like using Windows 95 with a migraine".

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows3 November 2006Worldwide

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Players

Description adapted from its source, CC BY-SA 4.0.