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Saturday, October 10, 2009

Mecenary Overview Guides in Atlantica

Cannoneer

Upgrades:Cannoneer > Cannon Ace lv20 > Cannon Master lv50 > Goemon lv80 > Hero Goemon lv100

Skills: Smoke Bomb

PvE: 7

PvP: 9

The more 'pvp rounded' version of the artilleryman. The cannoneer wields a cannon main hand and cannon balls offhand. His attack range is any non-flying merc in a cross pattern. He has overall higher stats than the artilleryman, while it's main difference lies in there skills. Smokebomb targets all enemy targets to reduce their accuracy while adding slight damage per turn. This is extremely useful in PvP due to the fact that it reduces all of your opponents characters ability to attack without missing. Mercenaries rely on combo rates + accuracy in order to dish out maximum physical damage. This also helps scrolls to go off from your team, another advantage. In PvE, the same effect applies, but the effect isnt as significant as in pvp. Mobs are generally easy to kill and the accuracy debuff is, more or less, pointless. The only use the cannoneer would have in pve is his ability to target multiple targets.

Making a newbie guide in Atlantica

Light Armour/Staff users: All staff users use magic and thus should be kept in the back where they can't be silenced as easily by certain skills. They die really easily too so should never be kept in the front row.


Shaman: The shaman heals you. You probably need a healer and only one healer so you will almost certainly take one shaman in the early game as soon as you can get her at level 10. She can cast a spell which makes you lose control of a row of your mercs in exchange for greater damage which while not always great for PvP, is awesome against PvE bosses. Finally, she can sacrifice her life to heal your entire party which is an ability best used for PvP.


Monk: Take a monk. PvE and especially PvP you will be sorry if you didn't. Really, I mean it, unless you know this game well and have very specific plans that do not include a monk you need him. You'll need him more at higher levels than lower levels but you still need to level him some time. He removes stun and negative effects from you mercs. He also passively heals your main hero every turn.


Witch: You can only ever have one in your formation and she is obtainable at level 51. She is the only mercenary who flies. The witch is absolute total area of effect devastation with a massive AOE meteor attack... if she ever gets to use her spell that is. It takes her 4 turns to cast her meteor and by that time, most of the enemies are probably already dead. The spell also becomes much weaker in the late game when PvE enemies tend to have very high magic resistance. She has some nice utility spells though like the ability to burn away enemy mana and damage them or replenish the mana of your other mercs.

Atlantica Viking Meleer and PvP Powerhouse

In fact, Vikings have an assortment of abilities which make them almost indispensible in the early-to-mid levels(Atlantica powerleveling) of Atlantica Online. While they are not as tough defensively as the Swordsman, they do have the ability to dish out some serious damage on their opponents with their standard attack, and they are a decent tank in their own right in the early levels. Their keystone ability however is the magical attack Freezing Axe, which applies both a multiple-round damage-over-time effect, as well as immobilizing the units in the row on which Freezing Axe is cast.

These abilities make the Viking a very good choice for your party in the early game, but ultimately the Viking's low magic defense causes him to be greatly outclassed by other mercenaries in the late game. Vikings are too easy to kill in the late game, but in the early-to-mid game they are a good addition to most any build.


In addition, the Axeman class is essentially the main character version of the Viking. If you choose for your main to be an Axeman, he will have the same abilities as the Viking, but with good magical defense. This makes for a very tough and dynamic main. Axemen and Artillerymen are currently the main character in almost every current winning build in high-end PvP.

Friday, October 9, 2009

Atlantica Healing in High-End PvP

This is one another place you are really interested to see some people's opinions. 2 Monks allows your main to tank very effectively, by utilizing both protect and SoP. Two monks also make scroll use fairly unnecessary. Two monk's will lack the healing that the shaman and oracle have, so you will almost be required to use a passive healer also. Another important thing to note here, which is foreshadowed early on, is how much vitality and defense goes up in high levels. While Shaman and Oracles are very effective in the mid levels as they can heal for half a bar of health, at high levels they will only heal about a third of a bar.




Since scrolls are often too expensive or a burden for people, you could be exploring this option more when you could level up a second monk to a useable level. You should hear any feedback from others who have done this.

Atlantica Spearman Stastical Strengths and Weaknesses

The Spearman really can deal out a fairly high amount of damage, particularly if he gets in several strikes in a single attack. His Attack Power is substantial enough that it's likely that you'll get at least 2 strikes per attack from your Spearman. However, true tanking mercenaries like the Swordsman or other class C mercenaries like the Lady Knight, Spartan, or Beast Tamer will have little trouble withstanding the Spearman's attacks.

Here you can get cheap Atlantica Gold. On the other hand, the weakness of the Spearman is his low defensive abilities, which could make the class not worth including in your party. The Spearman is a melee mercenary, and one of the most important roles of melee mercenaries is to be on the front lines, blocking damage and preventing your defensively weaker but offensively more powerful mercenaries in the back ranks from being in danger. While the Spearman is able to deal out pretty good damage, if you have him on the front lines, there's a good chance that he'll die with a couple of rounds of focused attacks by the enemy, which then creates a substantial hole for the opponent to use to wreak havoc on your back rank units.

You could put the Spearman in a rank further back behind a true tanking merc to alleviate this, but those spots are better filled by the offensively more powerful mercenaries, such as the Gunner, Artilleryman, and Archer, or mercenaries with other sorts of usefulness, such as the Shaman and Monk. Having a mercenary in your back ranks whose only capability is attacking the front ranks of your opponent is not the best tactical situation - it leads to one-dimensional options in battle, giving your opponent more sure-fire strategies to use to ultimately finish off your entire party.

Thursday, October 8, 2009

Swordsman of Atlantica Mercenary selection

Mercenary selection will be split into two sections; a general overview of why you should or shouldn't choose the mercenaries available until level 51 and also a cookie cutter leveling guide. Good and bad mercenaries to level with until.




Heavy armour users: All heavy armor users and all mains can be placed in the front line of almost every build. That being said, you will need at minimum 2, ideally 3 (since you ideally don't want you main in the front line in many cases) heavy armour users by level 50.




Swordsman: This is in my opinion the worst mercenary in the game. While his high HP will keep your other mercenaries alive, he damages only one enemy and has no useful special abilities. While other heavy armour users can't take a beating quite as well as a swordsman, they can take enough of a beating to survive any battle from level 1-100.




The other heavy armour users have much better basic attacks and special abilities than the swordsman. Remember, while you are leveling you want to kill fast and a swordsman does not help in this regard at all. At much higher levels (100+) you may need mercenaries who can survive as well as a swordsman, but by that point you will have access to better versions of the Swordsman.




Don't worry though, the Sword main hero is just fine because having your main die means you automatically lose the battle so it is never a bad thing to have a main with tons of hit points and defense. The only time we would even consider taking a Swordsman is if I really badly need him for a formation for low level PvP such as if we wanted to make a turtle Free League team.

Atlantica Guide: Heavy Armor Users

Spear: HP and Defense are both high, but not quite as high as a swordsman. Spear users do just as fine in the front row as Axe users. A spear user's basic attacks hits two enemies in a column. It also has two special attacks, flame spear which simply does more damage than the regular attacks, and lightening spear which causes the enemy to not act as often.




Axe: HP and Defense are both high, but not quite as high as a swordsman. Axe users do fairly well in the front line of your formation. Their basic attack is much better than that of a swordsman as it can hit an entire row of enemies in one attack. Axe users also have a very deadly ability that traps a row of enemies in ice.




Sword: The toughest to kill Hero with high HP and Defense. It is the only hero who can use a shield and is very well suited to take a lot of hits in the front of your formation. His biggest disadvantage is the fact that his basic and magic attacks only hits one target in the front, but it does hit hard.

Wednesday, October 7, 2009

Ranged Armor Guide for Atlantica Players

Bow: Average HP and Defense, the archer is best not used in the front lines. Although their attack only hits one target, it hits hard and hits any enemy no matter where they are in a formation, even if they are flying. They can also prevent enemies from casting magic, a very useful ability.




Gun: Average HP and Defense, a gunner can hit 3 enemies in a column with high damage. A very offensive hero. Canon: Average HP and Defense. A canon can do fair damage to 5 enemies in a cross pattern. They also have an ability called Deep Insight which can eventually hit all enemies, shows their HP and lowers their defense.




Musician: The musician is a ranged armour user with fairly well rounded stats. While his defense and hp are fairly good, it is usually best not to put him in the front of your formation. His true power lays in his special ability Raveging Melody. This ability first hits one row of enemies, then 5 in a cross pattern at level 20.




And finally all the enemies at level 50. RM puts a strong DoT on the enemies that not only does fair damage, but also makes the enemies considerably weaker. This makes the Musician great for players who want to level quickly. One disadvantage is that the Musician always hits multiple targets and kills very often so he tends to go up in levels too much faster than your mercenaries.

Gothic and EMO outfit Guide in Atlantica

There is a new outfit or costume in their item mall and it looks like very EMO to us and as usual before you get the gothic outfit and gothic hat you need to have a luck for this one because this Hugin's Commitment is also and will give random items.




Here's the list if you happen to up Hugin's Commitment, and you'll get one of these following items: 1 Gothic Outfit. 1 Gothic Hat. 100 Scroll of Judgement (IV). 1 Mount Box.




1 Ancient Skill Book (Merc. Only) (Non-tradable). 10 Skill Decrease Book. 8 Scroll of Bewitching (IV). 12 Scroll of Life's Blessing (IV).




12 Scroll of Resurrection (IV). 12 Scroll of Judgement (IV). 12 Freezing Scroll (IV). 50 Dragon Crystal. 50 Giant Crystal.




50 Redemption Crystal. 50 Phoenix Crystal. 30 Ambrosia. 1 Hugin's Commitment. 2 Hugin's Commitment. 3 Hugin's Commitment.


Wednesday, April 22, 2009

Atlantica Class guide

1. Player character


Sword


The Swordsman has the best survivability of all classes, which makes him the natural tank class. His attack is rather strong, but it can only affect a single non-flying target in the front row, so he should not be solely relied upon for offense. The Swordsman's basic magic skill, Flame Sword, attacks one enemy for a greater amount of damage.




Spear


The Spearman can attack a single non-flying foe in the front row. If there is another foe in the same column directly behind the target, that foe also receives damage, although half of the original target. The Spearman's basic magic skill, Lightning Spear, attacks two foes in a line for greater damage and slows them. At higher upgrade level, Lightning Spear hits up to 3 targets in the column. Aside from the damage from Lightning Spear, it's greatest strength is that it actually removes action points from the receiving targets.




Axe


The slow-moving Viking can attack a single target in the front row. If that target has one or two neighbors in the same row, then those also take some damage. This character has many hit points but low defense, especially versus magic - but this weakness is made up via high magic defense gear that is only usable by the main character. This is one of the primary reasons why the Axe is by far the most popular choice of main character. Because they are so much better than their mercenary counterpart. The Viking's basic magic skill, Freezing Axe, can freeze an entire row of enemies for two turns (depending on level).




Bow


Despite bonuses to evasion, this character's low health make it unsuitable for the front line. It is a potent counter for enemy spell casters though, as the powerful single-target attack can reach every foe, regardless of its position in the enemy ranks. The Archer's basic magic skill, Silence, prevents the enemy from using magic.




Gun


The Gunner wields a gun and carries rather low protection. This character can damage an entire column of foes, with foes in the front absorbing taking most of the damage and half damage to the two behind. The Gunner's basic magic skill, Wild Shot, shoots especially powerful bullets at a column of enemies and deals greater damage.




Cannon


The Artilleryman is armed with a hand-held cannon. Its standard attack damages a cross-shaped area, dealing a low amount of damage. The Artilleryman's basic magic skill, Deep Insight, inflicts damage over an area and enables him to see his foe's remaining hit points. One important thing to notice is that even through the Artilleryman is a ranged unit, they cannot damage flying enemies.




Staff


The Shaman has both healing and damaging skills to support the party. Due to low health and defense, this character is best placed away from the front line. The Shaman's basic magic spell, Blessing of Life, heals her fellow mercenaries. The skill that makes the Staff shine is the main-character-only skill: Evanescent Scud. It does a very large amount of damage to everyone on opposing team and has a low cooldown period.




Guitar


The Musician has mostly ranged skills. This is a new type of character introduced with a recent patch. Its basic attack affects a column of enemy mobs but the class also has the ability to cast spells with various offensive effects.




Power saw


The Power saw character uses a power saw. This is a new type of character introduced with a recent patch. You have to have at least one playable character that has a level of 100 or over to be able to create a new character which uses this weapon.





2. Mercenaries


Mercenary classes include the following:


Sword: Swordsman, Exorcist, Lady Knight, Sailor


Staff: Shaman, Monk, Oracle, Witch, Princess, Elementalist


Axe: Viking, Beast Trainer


Spear: Spearman, Spartan


Gun: Gunner, Inventor, Janissary


Cannon: Artilleryman, Cannoneer


As with player characters, the weapon determines the basic attack. Additionally, the sub-classes differ in the distribution of attributes and available magic skills.

Atlantica Online Guild Guide

You can make a guild at level 20. (Guild Office on any town) pay 50k (Put a name that people are going to like)



1. Recruiting: you can invite by clicking on the community scroll and then guild a invite with a space for the name of player you would like to invite.


2. Leveling your Guild: Your guild will level up as you do guild quest and other factors as getting experience and guild crafting.


3. Officers: you can have officers up to 5 and one Chief Officer you gain access to this every 5 levels and at 20 you get Chief Officer.
Officers can do guild craft, take from guild craft and also recruit by inviting, Chief can do all this plus withdraw.


4. Level 20 you can start having guild meetings, Guild meetings are no other than meeting at specific time specific place all the people from guild . That meet there will receive 1 friendship box every 10 minutes for the hour period that the meeting. So 6 Max.


5. Level 30 you can start a Nation


6. Level 50 you start getting buffs from guild.

Tuesday, April 21, 2009

Raising Atlantica online' s skill

As tempting as it may be to try to teach your Hero and Merc's every skill available to them. It's not a really good idea for two reasons.


1) Mana. In the cast of the Monks protection spell. That is auto cast at the start of your turn. The higher in level it is the more mana it eats. Meaning you'll be sitting alot or chugging alot of MP potions.


2) Deluded Characters. You get 1 skill point per level. Teaching and raising skills causes them all to be rather weak. As you are spreading points between skills instead of focusing it into one. So where as my Swordsman lvl 40 Flame Sword is doing 480 dmg. Your Swordsman lvl 28 Flame Sword is doing 200 dmg. Because you dumped the rest of your points into DarkSeed and Guard Dispel. Stay Focused, and plan ahead. The books to remove skills points are expensive, and they only remove one point at time.

Have a good day in game...

The tactical battle of Atlantica online

1.When a player character and an enemy character come into contact with each other on the game map, both parties are transported into a miniature instance where the battle takes place. For outside players, the involved parties appear as stationary, with a symbol floating over the combatants' heads to indicate combat. In this state, both parties, computer-controlled foes as well as human players, can receive assistance from up to two additional allied parties that can enter the battle at any time. This can lead to large battles of up to 27 monsters versus 27 heroes (3 players, 24 mercenaries).



2.The game is classically turn-based in that only one side can take action at a time and those actions take immediate effect. However, each character also has a certain speed represented by action points; that means that slower characters may have to skip some turns to reach a threshold value of action points while fast-moving characters have to skip fewer turns or none at all. Additionally, magic effects can also modify the amount of action points a character has to allow fine-grained control of speed effects. Each party can never have more than 5 characters act during a turn, even if more than 5 characters have sufficient action points.



3.The characters of each party are positioned on a 3x3 grid. Positioning the characters is an important decision, because different weapons and skills have different attack patterns. The player can change the position of his/her characters during a battle if desired.

Sunday, April 19, 2009

The Role of the Artilleryman

The Artilleryman in atlantica essentially has one overall function in a player's party. This is to deal out area-of-effect damage. Additionally, the Artilleryman can fire upon any unit at all in the enemy's formation, which gives the class a bit of a sniper role as well.


If there is a wounded opponent in the rear ranks of an enemy's formation, the artilleryman can oftentimes do a great job of finishing them off.


In your own formation, you're going to want to have your Artilleryman in the back ranks, protected by melee mercenaries or other tougher mercenaries.


Even a Monk or a Shaman can oftentimes tank more successfully than an Artilleryman. Ranged mercs are simply quite weak when it comes to staying alive in a battle,(goldceo.com) though their capability to bring damage into the enemy's back ranks is a worthy tradeoff for this.


The Artilleryman is also an excellent choice for a main character class. The skills Deep Insight and Chaos Wind are quite deadly when pumped up completely with skill books, (goldceo.com)and an Artilleryman main is actually a pretty tough customer.


Additionally, stun AoE builds are some of the stronger PvP builds in late game PvP, and the Artilleryman is an excellent addition to such a build. A nonmain Artilleryman is much weaker than a main character Artilleryman, so it's absolutely worth consideration to make your main an Arty.

Atlantica Guild Points and Guild Experience

Here I will describe the difference between Atlantica Online Guild Points and Guild Experience.


Guild exp is used to level up your guild. Leveling up your guild has the following effects:

1. Your guild capacity increases, eventually up to 50.

2. You gain officer slots. You can have 1 officer for every 5 guild levels, up to a maximum of 5.

3. You gain the ability to enter guild dungeons at level 11.

4. Your guild becomes safe from deletion (provided someone logs in at least every 15 days) once you hit 16.

5. At level 50, you gain the guild buff. It starts at 1% to atk and workload, and gives an additional 1% every 10 levels after that. Unlike title buffs, the guild buff is always on. It also adds to any running title buff, making it very powerful if you can make it to the upper guild levels.




Guild points are essentially a special kind of guild currency. You can spend them to:

1. Bid on towns - this is where you'll likely be using the overwhelming majority of your points, unless of course you decide to sell GP instead.

2. Buy guild manuals - these allow you to transfer points to other guilds, a service which you'll of course charge a significant amount of Atlantica gold for.

3. Buy keys to run guild or nation dungeons.


Hope this help.Credit to Mwrip

Wednesday, April 15, 2009

Exclusive Artilleryman's Guide

artilleryman

The artilleryman is a Rank D, or beginner level, ranged fighter that can damage several enemies in one attack with his hand held cannon. The artilleryman's starting magic, Deep Insight, reveals the remaining health of enemies in battle, allowing players to develop better strategies.


Official Description

Filling the air with gunpowder, the artilleryman can hit any target, along with those enemies unfortunate enough to be standing adjacent to the artilleryman's quarry.


Their cannon has high accuracy but low attack power. Although they're long range mercenaries, they have high HP.


Attack Type

The artilleryman can hit as many as four targets in a T formation. That is, his cannon blasts hit the target, the enemy behind the target, and one enemy on each side of the target. The ability to damage multiple enemies at once makes up for the low attack power of the artilleryman's cannons.


Deep Insight is a magic spell that deals a normal attack and reveals the HP of the targets of the blast. This skill is useful for determining which unit should attack which target next and prevents wasting the attack of a unit that is stronger than needed. Deep Insight lasts for two turns and requires two turns of cool down.


Attributes and Upgrades

The artilleryman starts with the highest strength (STR), vitality (VIT), defense (DEF), and magic defense (MAG DEF) of all Rank D ranged fighters. Players can upgrade him at level 20, 50, 80, and 100 with Ashen Jewels. As he progresses, the artilleryman will continue to have the highest STR among his rank D ranged peers, but his weapons will do less damage than those of an archer.


The high VIT and MAG DEF of the artilleryman are important because his average DEX means he cannot dodge many attacks. Additionally, the growth curve for the artilleryman's DEF is slow, meaning the Hero Napolean unit has the lowest DEF of any Rank D unit--even the magical units.

Exclusive Artilleryman's Strategy

Unless players choose an artilleryman as their main character, they won't be able to get them very early. Before level 20, players should be able to place artillerymen in the second row and even leave them exposed without much concern. After level 20 upgrades, the monsters the player faces and the other units available make the artilleryman a defensive liability. At that point, he must be behind at least one other unit if not on the back row for his safety.


Though their attacks are weaker than other ranged units on individual targets, the artilleryman's ability to damage a whole row in one attack should not be dismissed. Players can open with the artilleryman's attack and then finish with melee characters, If the artilleryman falls behind in XP, players can just proceed in the reverse order, letting the artilleryman get several kills (and higher XP) in one shot.


Having an entire row of artillerymen is not a horrible idea when fighting multiple enemies at once. However, an archer is a better choice of ranged fighters for single tough targets, such as bosses.


As Rank C units become available, the player gains access to cannoneers. In the end, cannoneers are slightly better than artillerymen and can stun enemies, but players may find that an upgraded artilleryman still has use and that the Deep Insight skill has value in some fights.

Saturday, April 11, 2009

Fighting Atlantica online's Boss Guide

Do you want to kill bosses in Atlantica online? Learn the following Fighting Boss Guide: Hope it can help you when you fight..


1st Boss "Dark Fairy" in Forest of Fairies for lv 1~12 ; I killed it at lv10


1) Very Easy Fight

2) There are monsters that keep revive others. Kill them first.

3) Focuse on 1 raw and freezed Boss's line, and kill the rest of monsters.

4) If you going for all Archer, just focus on Boss.

5) If you use scroll called Dark Magic Scroll twice, the monster get wiped out.




2nd Boss "Western Witch" in China Dungeon for lv13~21; I killed it at lv18


1) Very Easy Fight

2) Boss uses skill Heal.

3) Easy fight if you kill the Archers first.




3rd Boss "Dragon" in under sea castle for lv22~28; I killed it at lv24


1) Easy~Tough Fight

2) Boss uses strong wide range skill.

3) I started as using Silence Scroll. Main attacks with Swordman because these

monsters are weak against Fire element.




4th Boss "Naga Queen" in India Dungeon for lv29~36; I killed it at lv34


1) Easy~Tough Fight

2) Another Monster in Boss's Room. It can interupt during battle, or begins as Boss's

Party member. The fight gets difficult with 1vs2. Make sure attack the Boss when the

Monster is far away.

3) Another option is start the battle and use a scroll called Summon monster Scroll. As

long as it activate before the monster join Boss, it will join your party. The fight will be

easy after then.




5th Boss "Spider King" in Nest of Insects for lv37~43; I killed it at lv38


1) Easy~Tough Fight

2) Another Monster in Boss's Room. It can interupt during battle, or begins as Boss's

Party member. The fight gets difficult with 1vs2. Make sure attack the Boss when the

Monster is far away.

3) Another option is start the battle and use a scroll called Summon monster Scroll. As

long as it activate before the monster join Boss, it will join your party. The fight will be

easy after then.




6th Boss "Naraka" in Mohenjodaro's Grave for lv44~51; I killed it at lv43


1) Easy~Tough Fight

2) I let 3 Gunners to clear the middle raw, and then freezed 1st and 3rd line with Biking

and my Freeze skill.

3) I let Female Shaman cast Berserk on 2nd line for 3 Gunners.

4) Biking and I kept using Freeze on 1st and 3rd line.

5) Every monsters got wiped out by 3 Gunners at 5th turn.




7th Bosses "Elizabeth" and "Dracula" in Dracula's Castle for lv52~58; I killed them at lv52


"Elizabeth"; I killed her at 2nd try


1) Easy~Tough Fight

2) Remember: Do not use skill on "Elizabeth" because she get heal from it. Biking's

Freeze is OK as long as you use it for stun.

3) I used same strategy as 6th Boss "Naraka"

4) I also used Silence Scroll just in case.




"Dracula"; I killed him at 3rd try


1) Incredibly Tough: You just want to be lucky to defeat this guy.

2) There are monsters that keep revive each other. Make sure to kill them first.

3) I used same strategy as 6th Boss "Naraka". Left raw 1st line Biking and 2nd line Gunner

got killed instantly. Rest of 1st line two Sword man barely alived with Female Shaman's

Heal.

4) Your choice of using Female Shaman's Beserk or not, but fucus on middle raw.

5) Only 1 Sword Man, 1 Gunner, 1 Female Shaman, 1 Monk, and I were alived after defeat the Boss "Dracula".




8th Boss "Minotaurus King" in Creta Maze for lv 59~64; I killed it at lv59 after 3rd try


1) Incredibly Tough: It uses Incredibly Strong Attack. Immune to Biking's Freeze skill.

2) You just need to be lucky. Praise to god for Boss won't use skill in 2nd or 3rd turn.

3) In my case, I used Beserk on 3 Gunners. They wiped out the monsters but they also got wiped out by the Boss.

4) Start from 1st line Biking, rest of 1st line member got wiped out, too.

5) I barely defeat this guy and only 1 Female Shaman, 1 Monk and I survived.

* I did not used any scroll on this fight, it would've been easier if I did.

Thursday, April 9, 2009

The strategies of Free league

I just started doing free league in Atlantica Online and it is a lot of fun.Below are the strategies about the free league.If you are interested in it,just read now.

- monk and exos are very important in free league. Monks are made to keep your main alive and keeping your characters from being stunned and protects them from magic. Exos are for silencing spellcasters from either healing or doing AOE skills. Do Holy Guard and Mana Seal as much as possible.


- Every lineup must have a viking! You cant go wrong with their high def (but low magic def) and freezng axe!


- learn to switch your characters!

- good strategy always defeats good equips

More guide will be with you, please pay attention to us!

Musician's Skills guide

Here is a musician's skills guide.Musician is a new merc in Atlantica. I hope it is informative for all of you.


Skills:


1. Melody of Madness, Assumed AOE

lvl, Damage, Defense -, "Repitition", Manacost

20 -320 (- 404) -417 (- 76) 0 305 (364)

40 -420 (- 724) -425 (- 104) 0 405 (484)

60 -520 (- 1044) -433 (- 132) 0 505 (604)

Repitition value remains 0, and I have no idea what it stands for.




2. Requiem: Confirmed 3 turn duration, 2 turn cooldown AoE spell, most likely will cancel out Deep Insight and Confusion Cannon

Level 20 - 228 damage, 720 DEF reduction, 192 ATK reduction, 135 mana cost

Level 40 - 368 damage, 1110 DEF reduction, 352 ATK reduction, 195 mana cost

Level 60 - 508 damage, 1500 DEF reduction, 512 ATK reduction, 255 mana cost




3. Melody of Ruin, Assumed to be AOE

lvl, damage, manacost

20 -328 (- 144) 135 (275)

40 -568 (- 264) 195 (475)

60 -808 (- 384) 255 (675)

Wednesday, April 8, 2009

Atlantica's New server is coming

Atlantica's 6th server has opened.,it is a good news for Atlantica online players,the
Server's Name is Delphi


Open Date : March 6, 2009 starting at 10 a.m. Pacific Standard Time


In new service,every player will receive a 120% experience boost, increased to 150% on weekends. In addition to the universal experience boost, players will have the opportunity to participate in:


• Level-up Race — More than 100 players will be receiving at least 500 Gcoins for reaching a designated level the fastest. The most fleet of foot player will be endowed with $100 worth of Atlantica gold — that’s 10,000 Gcoins — while the second place sprinter will earn $50 worth of Gcoins. The next 100 players all earn 500 Gcoins.


• Screenshot Contest — Players who submit the best screenshots will receive Gcoin prizes.


• Monster Hunts — Unique enemies will be spawned at various sites for players to battle and earn rewards.


• Treasure Hunts and Item Giveaways — Followers of Delphi will have more opportunities to find crystals and scroll boxes and receive other free in-game items.


• Quiz Room — Players who correctly answer the sage questions of the GMs will receive in-game prizes.


So with the Delphi server, you’ll have a great opportunity to create a Musician. Then level up quickly with all these bonuses and you can go crazy like a Maniac


Hope you like this new service and enjoy the new experience.

Tuesday, April 7, 2009

How to save Atlantica Gold

How to save money?Many players don't know that how to do it.Now I found several conserve money tips.please read up.Hope it's helpful to you.


Atlantica coins/shards raise in value over time. So unlike the actual bank, its the only thing in game that will actually pay you interest over time. Granted, that may be a very long time.

1.Always sell items in a city with a tax rate of 1%. If you are having trouble finding a 1% tax rate, just go to Rome. It's always 1% there.


2.Always withdraw and deposit Atlantica gold in a city with a 1% tax rate. Once again, Rome is always 1%.

3.Don't use ammunition on ranged characters in PvE.


4.Watch the prices of the items you want to buy and then buy them when they are low.

Sunday, April 5, 2009

Atlantica: Newest characters and many new skills

What do you think of these? Just go through ^^


1. New Mercs: Musician and Berserker.


Musician hit as like spear(line attack): medium armor - specialized lowering enemy's def/ hp/ attack rate


Berseker hit as like viking(a row attack): heavy armor (player must have a char lv 100+ to create Berserker.)




2. New skills (Main characters)


sword: chaos blade-attack front 3 enemys(as like freezing axe) with flame sword, add 120% dmg to enemy with brutal will/ set will


spear: flame spear- x wide front attack as arty.


bow: rain of arrow- all area attack


gun: shot gun- x wide attack as arty but 120% more dmg with smoke bomb, deep insight, prophet magic.


axe: war's soul- when HP is lower than 50%, add more dmg(+ level 100 viking dmg)


cannon: chaos cannon-x wide attack with decreasing oppenent's def, attack, combo rate.


staff: flame strike- all area attack as powerful as meteo strike. but it hits 2x times instead once.




Note:


1. Atlantica Online player can change to musician from another class with cash item. but Berserker does not follow suit. Need to start from lv1 again and need all new merc and new inventory/ merc room slot. Cuz, berserker is B grade merc while rest main char are C grade.


2. With new main char skills, Staff is 1 league/ hunting char in Korea now. However, people are expecting Berserker will be 1 later. People are complaining about staff's 3 turn all area attack. With witch's meteo(4 turns)+ BT+ Cannon's deep insight + Main char's 3 turn flame strike, staff are more stronger than any other char.


3. The worst new skills for main are cannon and axe. Deep insight is still better than new skill.

Wednesday, April 1, 2009

How to defeat Staff Mains in Atlantica

When you use a stun build,How to defeat Staff Mains in Atlantica?Many players don't know that.So I will give five tips to you.Hope it is helpful to you.




witch - sword - sword

exo - gun - gun

monk - sham - gun(main)




1. Dun go after the staff main first . go after units in order to stun them, then u take out the more vulnerable ones.

2. Priority - stun the monk

3. I'd switch the exo with a gun in midline - you will want to keep him alive as long as possible to pull as many stuns (and stop monk awakening).

4. Shaman switch with monk, or else a spear might just kill the monk when ur not looking. I'd pick monk over shaman anytime pvp.

5. The thing with staff mains is that they tend to enjoy more healing due to mdef, it is only after you destroy other sources of healing (e.g. monk, another shaman or oracle, or exo speedcast counts, despite the relatively puny heal), then you could 'safely' go after the main w/o the main happily healing away the dmg.

Tuesday, March 31, 2009

Atlantica:How to attacks on Bosses

This is a discussion about AoE vs Regular Attacks on Bosses in Atlantica.It's true different bosses have different mdef, but if there's one thing consistent, def will always be going up, up, up. lets take an example.


sekhmet - boss from necropolis, lvl 80 main ring questline. Was doing that a 2nd time then. Yes, I soloed & won.

my axe(M) had osiris+2, does approx 200+ dmg per hit, freeze axe does somewhere around 300+dmg per round.

VERDICT - I might as well atk and hope for multi-hit. However, if I have loads of magic-using mercs. the mdef debuff can come in handy. Its sorta toss-up. In the end, I went freeze axe fyi.




Exo had dark knight+3, does less than 100dmg per hit - but mana burn, surprisingly does abt 500+dmg on sekhmet. I tested this & I was like O.o omg

VERDICT - magic over regular atk. trust me, I'm still very surprised, but it works.




witch meteor still does 1k+ dmg on him, and witch hits him for teeny dmg, somewhere around exo (maybe its the anu+2, and she's higher lvl too)

VERDICT - meteor ftw!




spear does dmg a little more than axe(M), with osiris+3. lightning spear does 400+dmg to him.

VERDICT - sekhmet seems to never run outta AP. I dunno, but that seems the case for me, so I vote regular atks




Beastmaster does slightly lower than axe(M), beast summon does lower than 100 (cuze I had beast summon at only lvl 20 then)

VERDICT - regular hits.




the above is just an example. The issue is, sometimes, deposit your Atlantica gold, and go alternate between magic & normal attack to see how works best. You'll likely die during this "testing" against boss, but the next time you take him on, you know how works better, and can formulate a decent strat to take revenge.

Monday, March 30, 2009

Atlantica Online guide: Musician guide

Well hello there! Welcome to my blog. Here I found a guide for Musician's Skills. If you have any?trouble with this, just go through this article.

The beginning skill: -150def, -10atk, -26health for 2 turns (3 turn cooldown) is looking decent and be able to counter an opposing prophet nicely in terms for their damage boost.

You're also classified as staff (high base damage, high mdef, weapon on +vit/+int) while being allowed to use ranged gear like bow/cannon/gun.


Thats where it ended.


You need an activation to trigger concentrate, which is passive, and don't trigger twice on -health and need to sacrifice your main slot for it.


In order to counter all healing from a prophet (their main goal) you'd still need another aoe, which kinda removes the benefit.

Any 2 aoe's can do that but you'd be able to pick the options yourself.


Their 2nd skill (and here's the hilarious part) is terrible compared to the main one.

It's -100def, 1% accuracy (why would i want to BUFF my OPPONENT?!) and -56hp and again row based.


Why is it terrible? less -def/atk for more damage is a good thing! Well, for pvp you only get to target 1, one, merc with it. Not a row, column or entire part... just 1. You get to affect a single target, and in order to debuff it you increase its damage output.

Sunday, March 29, 2009

Good Farming Atlantica Gold Spot

How to choose a farming spots?It is very important to Atlantica players.A good farming spot where will get gold and items easily.The farming tips as follows:



1) The gear you need to run through the level 50 quests is the gear you got in the level 35 quests. The gear you need to run through the level 60 quests, is the gear you got in the level 50 quests. It is true that you will not get everything from drops, but you can buy some item by Atlantica gold, but you do not need to worry about having all level 50 gear as soon as you turn level 50 (you should try to have almost all level 50 stuff when you turn 60,Atlantica powerleveling service on our website)


2) Enchanting gear is fine, but not vital. I usually have very few +3 pieces, a few +2 pieces, several +1, and several with no enchantment. I recommend only enchanting when you get a matched drop or if you happen to see a "good" price for something. The level 80 and 90 gear is even harder to come by then the lower level stuff, but so far in the early 90s I am getting by fine with the level 80 gear and am slowly switching out into the level 90 stuff.


3) I do agree that occasional "farming" for practice and fun is helpful, not just to learn the game but also for some gold. I always spend some extra time on a few mobs every level range, just because I find something that drops something I want or because I find they are a bit harder than others and I want to learn why and how to deal with them. I have not had to do any excessive farming, and the farming I have done was always entertaining to me and occasionally lucrative.


4) I find its a good idea to try to make as many friends in game as possible. This gives you a welcome supply of people to trade monster information with as well as crafting skills (if you decide to craft). Monster info has tangible in game benefits that are not negligible. You also may be able to call on them for aid from time to time when teaming can make the game easier and/or more fun.

Friday, March 27, 2009

Atlantica Online: Rules and Regulations of Free Leagues

Hi everyone there! What are the free leagues? What is the rule and the regulation? Some new players may kept wondering that. Now here is a introuduce for you. Just go through and have fun in atlanticagold.blogspot.com.



1. There are eight competitions per day (every 3 hours) that last 90 minutes, and players can start registering 10 minutes before each competition begins, and still register up to 15 minutes before each competition ends. Each battle lasts 9 minutes.
Rules and Regulations of Free Leagues



2. When a Free League starts at the designated hour, the system will automatically generate a match between players at the same skill level


3. New matches will be generated automatically as players complete a match. Matches stop generating 10 minutes before the league is scheduled to end.


4. Each Free League will last for 90 minutes, and if a player withdraws from the competition, that player will not be able to compete for the next 15 minutes.

Atlantica online Skills for swordsman

Do you know which Swordsman Skills should you train? Here is a thread for training Swordsman.If you are interested in it ,please read it now.Have a good experience in Atlantica


It's a good idea to plan ahead as to which skills you intend to increase.With 5 skill choices for the Swordsman. A skill's level can't go higher than 60, and there are 120 levels in the game. So potentially you could have two skills at 60, or three at 40, or any other variation which you might prefer.If your level is lower than 60,you can choose Atlantica powerleveling service on usfine.com.

Flame Sword is an obvious choice. I personally recommend letting go of the swordsman when the class C tanking mercs come around, because these new mercs are much more powerful. Flame Sword books are very easy to come by, so boosting this most used.


Swordsman skill is an obvious option. If you plan to PvP with your Swordsman, other options are Dark Seed, Breakdown, or Guard Dispel. Each of these skills are useful, but the books are expensive, so it probably doesn't make much sense to pump a bunch of gold into a mercenary that you will probably replace around level 70 or 90.


Another good option is Deadly Strike, but its books are also hard to come by. If you really decided to hang onto your Swordsman all the way to 120, I'd recommend raising Flame Sword, Breakdown, and either Deadly Strike or Guard Dispel. Dark Seed is useful when you have a Shaman, but for reasons which I'll go into in a bit Shamans become much less useful in the later levels.

--One good strategy is cost Atlantica gold to buy a single Breakdown, Deadly Strike, and Guard Dispel book, and to train your Swordsman to level 1 in each of these skills. If you were keeping him around for the full duration of your playtime, it would of course be a great idea to train these very powerful skills to a very high level. But better mercenaries eventually come along, making this option much less favorable. Additionally, if you have a melee main, it's a much better idea to train up Guard Dispel and Breakdown on your main.


--If you have each of these skills at level 1 on your Swordsman, you'll still have these skills in your arsenal, making it possible to activate Hell Fire and Destructive Wind on the enemy party through combination with the Shaman skill Hex of Darkness, and the ranged class D mercenary skill Chaos Wind. It also is advisable to have Guard Dispel on as many mercenaries as possible, to free up the usage of more varied strategies in every round of battle.

Thursday, March 26, 2009

Atlantica Swordsman's skill guide

Welcome! Do you know which Swordsman Skills should you train? Here is a thread for training Swordsmen skill. Hope it will be usefull. Good luck!

--With 5 skill choices for the Swordsman, it's a good idea to plan ahead as to which skills you intend to increase in power. A skill's level can't go higher than 60, and there are 120 levels in the game. So potentially you could have two skills at 60, or three at 40, or any other variation which you might prefer.

--Flame Sword is an obvious choice. I personally recommend letting go of the swordsman when the class C tanking mercs come around, because these new mercs are much more powerful. Flame Sword books are very easy to come by, so boosting this most used.

--Swordsman skill is an obvious option. If you plan to PvP with your Swordsman, other options are Dark Seed, Breakdown, or Guard Dispel. Each of these skills are useful, but the books are expensive, so it probably doesn't make much sense to pump a bunch of gold into a mercenary that you will probably replace around level 70 or 90.

--Deadly Strike is another good option, but its books are also hard to come by. If you really decided to hang onto your Swordsman all the way to 120, I'd recommend raising Flame Sword, Breakdown, and either Deadly Strike or Guard Dispel. Dark Seed is useful when you have a Shaman, but for reasons which I'll go into in a bit Shamans become much less useful in the later levels.

--One good strategy is to buy a single Breakdown, Deadly Strike, and Guard Dispel book, and to train your Swordsman to level 1 in each of these skills. If you were keeping him around for the full duration of your playtime, it would of course be a great idea to train these very powerful skills to a very high level. But better mercenaries eventually come along, making this option much less favorable. Additionally, if you have a melee main, it's a much better idea to train up Guard Dispel and Breakdown on your main.

--If you have each of these skills at level 1 on your Swordsman, you'll still have these skills in your arsenal, making it possible to activate Hell Fire and Destructive Wind on the enemy party through combination with the Shaman skill Hex of Darkness, and the ranged class D mercenary skill Chaos Wind. It also is advisable to have Guard Dispel on as many mercenaries as possible, to free up the usage of more varied strategies in every round of battle.


I hope this guide is informative. The skills metioned is worth to train. Enjoy!

Wednesday, March 25, 2009

Some Atlantica's betting experience

Some Atlantica's betting experience for you,lol

1. Don't bet on the favourites all the time. I like to say its 40% formation, 60% dumbass AI.


2. note who does better on certain formations. e.g. cleo tends to do better if she has a potential seth will line (however, that does not guarantee win), the more ranged units, the better beatrice does...its not random, arena formations selected from a range of formations. Watch carefully, and after a while, you'll see a couple of repeats here and there.


3. sometimes, when betting on higher dividends, remember, 1 win from those can cover a whole day of losses. e.g. I once betted on jeane, she won, I get 500k, when I simply betted 50k. Or chuk yeon, she wins, I get abt 259k. I just bet 50k per bet.


4. Nobody is a sure-fire win. just gotta cross your fingers at times. And HEDGE your bets. Bet at least 1 winner from the first 4, 1 winner from the other 4. if you feel confident, bet those 2 meeting in the finals. But remember, look at the lowest div, and do not bet on too many winners. that means as long as just ONE bet comes true, the money u earn makes up for the other bets that didn't make it.


5. first place, in my opinion (erm, disagree if u may, but dun flame me), is the easiest to bet. assuming all 8 are equally dumb, that gives 12.5% chance per winner. if raph features, split his 12.5% among the other 7.

*just joking* pray that the big winners whose names pop out when they win mega bucks post here and think abt helping u.

Atlantica new skills:Added Musician and Beserker

Atlantica new skills:Added Musician and Beserker is coming,enjoy your game!


Numbers and respective meanings in order:

lvl(of skill), damage, mana cost

(I'm assuming number in parenthesis is damage/mana for PVP only)

Sword: Chaos Blade, Row Attack, deals 120% damage to seth/brutal'd enemies, meelee range

20 -937(-1294) 215(268)

40 -1397(-1814) 315(388)

60 -1857(-2334) 415(508)

90 -2547(-3114) 565(688)




Spear: Flame Spear, T-shaped (hits meelee range, hits mercenaries to left, right, and behind the target)

20 -1161(-1289) 230(268)

40 -1541(-1909) 310(388)

60 -1921(-2529) 390(508)




Gun: Shot Gun, Cross Shaped, deals 120% damage vs enemies with prophet debuff, DI, or smoke bomb, not sure if it stacks on the damage bonus with every extra debuff or not)

20 -1344(-1232) 195(440)

40 -1864(-1792) 295(640)

60 -2384(-2352) 395(840)




Bow: Piercing Arrow, I have no idea how this works, but due to the low numbers, I'm assuming AOE, not sure if DOT or any other features. CONFIRMED TO LAST MANY TURNS

20 -1023(-1042) 203(440)

40 -1363(-1402) 303(640)

60 -1703(-1762) 403(840)




Staff: Flame Shot, Confirmed to be 3 cooldown, 2 turn duration, AOE nuke

20 -1059(-718) 705

40 -1279(-1158) 1005

60 -1499(-1598) 1305




Axe: Bloodlust or something, confirmed to take effect when Main is under 50% health [Passive]

lvl, Magic Def+, Attack+, Mana Cost per turn

20 59 401 185 (268)

40 79 781 285(388)

60 99 1161 385(508)

(If you manage to raise your skill past 60, it becomes 100%, meaning the buff is always on I guess)




Cannon: Confusion Cannon AOE debuff, not sure of other specifics on duration/CD. (Combo Rate- is supposed to work like a reverse seth's will/Brutal will)

lvl, Damage, Defense-, Combo Rate-, Mana Cost

20 -209 (- 196) -965 (- 720) -10 162 (440)

40 -329(-276) -1455(-1110) -12 222(640)

60 -449(-356) -1945(-1500) -14 282(840)




Staff: Mana Shield, passive like Monk's Shield of Protection

lvl, Health+, Mana Cost

1 100 300(370)

20 290(233) 395(427)

40 490(373) 495(487)

60 690(513) 595(547)



Elementalist: Freezing Atmosphere, AOE, duration/CD unknown

lvl, damage, Defense-, hit, mana cost

20 -624 (- 614) -616 -9 324 (452)

40 -944 (- 734) -896 -17 444 (612)

60 -1264 (- 854) -1176 -25 564 (772)




NOTE: I don't know what ?? Means, but it translated into "hit" in babel fish. this is NOT combo rate, and it is NOT Attack power, so I have no idea what its supposed to mean.




Musician Death Scythe: Special conditions must be met to use this skill, conditions unknown.

lvl, Damage, Manacost

20 -2330 519(20)

40 -3730 539(40)

60 -5130 559(60)

(WTF DAMAGE?)




Musician: Melody of Ruin, Assumed to be AOE

lvl, damage, manacost

20 -328 (- 144) 135 (275)

40 -568 (- 264) 195 (475)

60 -808 (- 384) 255 (675)




Musician: Melody of Madness, Assumed AOE

lvl, Damage, Defense -, "Repitition", Manacost

20 -320 (- 404) -417 (- 76) 0 305 (364)

40 -420 (- 724) -425 (- 104) 0 405 (484)

60 -520 (- 1044) -433 (- 132) 0 505 (604)

Repitition value remains 0, and I have no idea what it stands for.




Musician: Requiem - Confirmed 3 turn duration, 2 turn cooldown AoE spell, most likely will cancel out Deep Insight and Confusion Cannon

Level 20 - 228 damage, 720 DEF reduction, 192 ATK reduction, 135 mana cost

Level 40 - 368 damage, 1110 DEF reduction, 352 ATK reduction, 195 mana cost

Level 60 - 508 damage, 1500 DEF reduction, 512 ATK reduction, 255 mana cost




Beserker: Body Cut

Level 20 - 440(402) damage, 127(177) mana cost

Level 40 - 640(562) damage, 167(297) mana cost

Level 60 - 840(722) damage, 207(417) mana cost




Beserker: Murder Impulse (buff skill, likely to be Seth-like in its nature, or possibly Shooting Stance-like)

Level 20 - 437 ATK, 9 accuracy, 324(268) mana cost

Level 40 - 857 ATK, 17 accuracy, 444(388) mana cost

Level 60 - 1277 ATK, 25 accuracy, 564(508) mana cost




Beserker: Spiral Cut / Bloody Rampage

Level 20 - 925(782) damage, 345(268) mana cost

Level 40 - 1425(1342) damage, 445(388) mana cost

Level 60 - 1925(1902) damage, 545(508) mana cost




I see that all of these mana costs are surprisingly high (especially for passives) so either Witch Mana Recharge is going to be real useful real soon, or they don't translate literally.

Tuesday, March 24, 2009

Atlantica Online Tactical battle Guide

The game's battle system is unusual for its genre in that it uses a turn-based system.


When a player character and an enemy character come into contact with each other on the game map, both parties are transported into a miniature instance where the battle takes place. For outside players, the involved parties appear as stationary, with a symbol floating over the combatants' heads to indicate combat. In this state, both parties, computer-controlled foes as well as human players, can receive assistance from up to two additional allied parties that can enter the battle at any time. This can lead to large battles of up to 27 monsters versus 27 heroes (3 players, 24 mercenaries).


The game is classically turn-based in that only one side can take action at a time and those actions take immediate effect. However, each character also has a certain speed represented by action points; that means that slower characters may have to skip some turns to reach a threshold value of action points while fast-moving characters have to skip less turns or none at all. Additionally, magic effects can also modify the amount of action points a character has to allow fine-grained control of speed effects. Each party can never have more than 5 characters act during a turn, even if more than 5 characters have sufficient action points.


The characters of each party are positioned on a 3x3 grid. Positioning the characters is an important decision, because different weapons and skills have different attack patterns. The player can change the position of his/her characters during a battle if desired.


During a character's turn, one of the following actions can be performed:


Basic Attack: Perform a standard attack.


Magic: Use one the character's available magic skills.


Item: Use an item that is assigned to one of the character's available Quick Slots, such as a healing potion or a magic scroll.


Move: Move the character to any position on the grid that is not occupied by a dead character. If the target destination is occupied by a living character, the characters will switch positions.


Wait: Forfeits the character's turn, keeping all action points.


Guard: Assume a stance that reduces damage dealt to that character during the enemies' next turn, while passing on the character's turn to the next character that has sufficient action points to act (if any).

Search: Search the body of a fallen enemy for loot. This also removes the body from the field, preventing resurrection.


Switch mercenary: Switch the mercenary out for one that is not currently fielded. You can only do this a limited amount of times during a battle.


All of these actions, except for Wait, consume a certain amount of action points.

Atlantica online 's Swordsman guide

Official Description

Swordsmen are the only character who can use a shield. And their high defense and HP set them apart.


Do you want to protect your team from the enemy's attack? Swordsmen can serve as a powerful shield that protects your mercenaries.

However, they have weak attack power for a melee fighter and can only strike one enemy at a time.

Attack Type

The swordsman can hit any front line target that is not flying. Despite the official description, the swordsman seems to produce high damage attacks.

Flame Sword is a magic attack that deals damage and reduces the target's vitality. The result should be an enemy that cannot regain its original full hit points for the duration of the spell. Flame Sword lasts one turn and requires two turns before it can be used again, so it is impossible to keep an enemy's vitality debuffed with just one swordsman.

Other spells the swordsman can learn include Guard Dispel, Deadly Strike, Dark Seed, and Break Down. Guard Dispel removes the Holy Guard buff from the first row of the enemy squad. Deadly Strike allows a swordsman near death to trade a super powerful attack in this round for his turn the next round. Dark Seed causes damage over time and can combine with Hex of Darkness to create the Hell Flame combo attack. Break Down damages all enemies with an earthquake. If cast on an enemy effected by Chaos Wind, Break Down triggers the Destructive Wind combo attack.

Attributes and Upgrades

The swordsman starts with the highest strength (STR), dexterity (DEX) and defense (DEF) of all Rank D ranged fighters. Players can upgrade him at level 20, 50, 80, and 100 with Ashen Cyrstals. As he progresses, the swordsman will continue to have the highest STR and DEF among his rank D ranged peers, but the spearman has only slightly lower attributes while possessing the ability to damage two enemies in a column. Additionally, players may find that spears add more damage than swords.

The high DEF and vitality (VIT) of the swordsman makes him the ideal front row fighter. He can soak up hits with his high defense and hit points to keep your frail rear units safe.


Strategy

The choice to hire a swordsman is a decision to create a "tank" on the front row to take damage for the squad. Their high DEF and HP mitigate a lot of damage that could cripple your party, but be prepared to heal them when they get hit by magic as they rank in the bottom three in magic defense (MAG DEF) among rank D mercenaries.


Choosing sword as your class for your main character ensures that your leader will have high HP and a good chance to survive. It also means your leader will likely be on the front row where he will get hit often. The benefit of being a swordsman seems to even out with the deficit.


Having more than one swordsman in a squad provides a firm front defense but lowers the damage capabilities of the squad overall as other front line fighters can damage more foes or hit harder. The key to overcoming the lower damage output of single attacks with more than one swordsman is to learn to trigger combo attacks by using the right skills.

Monday, March 23, 2009

Atlantica online :classical formations and tactics

The kamikaze axe formation and its usage:



-Starting formation:


Viking Viking Viking

Vikig BT Viking

Viking Shaman Viking (preferebly hero)


Tactics:

First I brutaled the second row. Then i freezed with one of my mercs (if i could). Then shaman in front row brutal willing last row if possible. If she lived thru a turn then yupiiiii if not then you are already dead. Then shaman into second row middle and noble sacrifice as soon as it could. (I'm not talking about silence or just plain dead). And after all this just lain back and watch.


Skills:

Vikings had freezing axe (all up), Shaman had brutal will + noble 50%-50%


Flaws:

Silencing the shaman in the right moment kills the entire group. Low magic def (meteor, bs). Brutal will constantly drain life. Rusty axe. War cry. No holy guard. And many many more.



Another axe formation:


-Starting formation:


Viking BT Viking

Vikig Vikig (hero) Viking

Monk Shaman Monk


Tactics:

Well this worked somewhat better but still has major flaws. First of all i brutaled 2nd row and hgd the 1st row (aginst possible freezes but if the enemy didnt have a viking then shield of prot instead). After this shield of prot 2nd and 3rd row as soon as i could +heal +freezing where necesery/possible.


Skills:

Viking and bt had vanilla skills at around 30. One of the monk had 50%-50% hg- protect other one had 50%-50% shield of prot- protect.


Flaws:

Silence, mana seal, rusty axe all, war cry, magic attacks .




Column Killer


-Starting formation:

Witch Sw.Main Exo

BT Shaman Monk

Jan Inventor Viking




Beatrice formation


-Starting formation:

Art Art Art

Art Art Art

Princess St main Monk


These are probably the best and most undefeated formations ever



-Others



Mr T, Chuck Norris, Homer Simpson

MSG Snake, Kirby, Cloud Strife

Pamela Anderson, Paris Hilton, GM Eos (main)



-All spears

All spears (one of these should be the main) - alternative the 3 axes midline of axe(M), viking, BT

oracle, prophet, monk



THIS IS SPARTA!!! formation:


Spartan, Spartan, Spartan,

Spartan, Spartan, Spartan,

Spartan, King Leonidas, Spartan.

The magic systems of Atlantica online

As the main character's initial attributes low, can't transfer property to increase, so many beginner feel that their chosen the wrong hero. In fact, all the same job, not to wear 80 rings before the special characters, a single brush of the main characters will find themselves in the line-up is weak.

The gun for the big reasons is not because of the artillery has the advantage (because if those reasons, the proposal is really a training or employment guns, a number of special circumstances can not-for-soldiers) but the characters ring dedicated to increase attacks , 80 characters can be two ring +343 attack, as there are 75 additional strength and agility, 25, the actual results up to two 450 attacks. 100 +5 and artillery attack was 924. . One can imagine that the protagonist of employment compared with the man, is the overwhelming advantage.

By the same token there will be the same as in the magic systems of the body, the magic systems of the protagonist than the Witch and more powerful. The protagonist is the status of the glory, the supreme and unshakable. Even the upcoming weather division, her skills can not go beyond the light of Rush, even if she is a B-class, not to mention the C-class Shen Guan and the Witch. So be sure not to drop you choose to give up easily, especially magic players, the latter group to be a good magic system is too difficult.

In a copy of the National Qin Shi Huang Mausoleum, with the magic systems of leading portfolio of skills to meet the 3600-3800 harm. Every time the distribution of the ranks of trade unions, and that a couple of amazing perseverance of the 100 + magic is always the most sought-after.

Even if you talk to give up magic, not discrimination magic, the next time a copy of the priority we all find it too brought the magic systems of friends, to accompany her to practice on 100, be it in the future 3 VS 3, tasks, under a copy of her you are Life can rely on trusted comrades-in-arms that can be relied upon, partner.

Sunday, March 22, 2009

Atlantica Online World Map Overview

In Atlantica Online, people may usually use world map. So we should know of it sometimes. If you havem more or better Atlantica online guides, you can send to us and share with more players. You can get some points once adopted.


The world map in Atlantica Online features real world locations mixed with mythological and fantasy elements. Countries like Germany and China are represented, with cities like Munich, Moscow, and Sapporo being featured as cities where one can visit. Though the locations on the map feature climates similar to their real world counter-parts, the architecture is often a generic recreation of well known structure types, such as the cities in Eastern Europe and Japan. Rome also takes on a big role as a real world location, resembling the ancient city of Rome as is well known from it's period of conquest as the Roman Empire. Any player can instantly teleport to Rome with the necessary percentage of Will available. While in Rome players can check out the Bazaar, store items at a warehouse, and fight in PvP competitions held daily and weekly. There are also a few NPC's available only in Rome.


The locations are based on real world locations, but are often heavily altered in order to make the game more interesting. Most of the civilizations represented are in different time periods- for example, Rome is still in the time of the Roman Empire, but Great Britian is independent, the Ottoman Empire reigns in Turkey, Southeast Asia resembles ancient Indian kingdoms before Western colonization and Islamic influence, and North America is caught up in the Industrial Revolution. This results in many convenient (and probably intentional) inaccuracies when it comes to NPC design, as famous people like Caesar, Erik the Red, William Shakespeare, Charlie Chaplin, and Henry Ford are all alive in the same time period, along with mythical characters like Beowulf.


Added to this on December 16th was the North American continent which features New York as a new explorable city and the United States and Mexico as explorable countries. These contain a few dungeons, but greatly expand the map in Atlantica.

How to defeat Bosses in Atlantica

1) The Boss Fight takes place at seperated room/area

2) It is 1vs1 fight. However, you might have to fight 1vs2 battle in higher level.

3) Your party member can not join the regular Boss Fight. Party member can join only Boss fight at "Shadow Area"

4) Get use to using useful Magic Scrolls.

5) The battle is over as soon as either the Boss or your main character dies. Therefore,

try to set your main character at 3rd line.




*Each Boss fight, some window pop up on right side of screen. It shows possibility of beating the Boss as ###%.




*"Shadow Area": Each Dungeon has "Shadow Area". In this area, all the monsters are invisible. You also need certain

amount of Fame to enter in. You can raise Fame by PVP tournament or league.


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Follwing Boss fight is base on my formation.

I picked Axe for main character.


My Basic Formation until Open Beta Test ended. Before advance mercenary introduced.


Sword Biking Sword

Gunner Gunner Gunner

Shaman Me(Axe) Monk

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1st Boss "Dark Fairy" in Forest of Fairies for lv 1~12 ; I killed it at lv10


1) Very Easy Fight

2) There are monsters that keep revive others. Kill them first.

3) Focuse on 1 raw and freezed Boss's line, and kill the rest of monsters.

4) If you going for all Archer, just focus on Boss.

5) If you use scroll called Dark Magic Scroll twice, the monster get wiped out.




2nd Boss "Western Witch" in China Dungeon for lv13~21; I killed it at lv18


1) Very Easy Fight

2) Boss uses skill Heal.

3) Easy fight if you kill the Archers first.




3rd Boss "Dragon" in under sea castle for lv22~28; I killed it at lv24


1) Easy~Tough Fight

2) Boss uses strong wide range skill.

3) I started as using Silence Scroll. Main attacks with Swordman because these

monsters are weak against Fire element.




4th Boss "Naga Queen" in India Dungeon for lv29~36; I killed it at lv34


1) Easy~Tough Fight

2) Another Monster in Boss's Room. It can interupt during battle, or begins as Boss's

Party member. The fight gets difficult with 1vs2. Make sure attack the Boss when the

Monster is far away.

3) Another option is start the battle and use a scroll called Summon monster Scroll. As

long as it activate before the monster join Boss, it will join your party. The fight will be

easy after then.




5th Boss "Spider King" in Nest of Insects for lv37~43; I killed it at lv38


1) Easy~Tough Fight

2) Another Monster in Boss's Room. It can interupt during battle, or begins as Boss's

Party member. The fight gets difficult with 1vs2. Make sure attack the Boss when the

Monster is far away.

3) Another option is start the battle and use a scroll called Summon monster Scroll. As

long as it activate before the monster join Boss, it will join your party. The fight will be

easy after then.




6th Boss "Naraka" in Mohenjodaro's Grave for lv44~51; I killed it at lv43


1) Easy~Tough Fight

2) I let 3 Gunners to clear the middle raw, and then freezed 1st and 3rd line with Biking

and my Freeze skill.

3) I let Female Shaman cast Berserk on 2nd line for 3 Gunners.

4) Biking and I kept using Freeze on 1st and 3rd line.

5) Every monsters got wiped out by 3 Gunners at 5th turn.




7th Bosses "Elizabeth" and "Dracula" in Dracula's Castle for lv52~58; I killed them at lv52


"Elizabeth"; I killed her at 2nd try


1) Easy~Tough Fight

2) Remember: Do not use skill on "Elizabeth" because she get heal from it. Biking's

Freeze is OK as long as you use it for stun.

3) I used same strategy as 6th Boss "Naraka"

4) I also used Silence Scroll just in case.




"Dracula"; I killed him at 3rd try


1) Incredibly Tough: You just want to be lucky to defeat this guy.

2) There are monsters that keep revive each other. Make sure to kill them first.

3) I used same strategy as 6th Boss "Naraka". Left raw 1st line Biking and 2nd line Gunner

got killed instantly. Rest of 1st line two Sword man barely alived with Female Shaman's

Heal.

4) Your choice of using Female Shaman's Beserk or not, but fucus on middle raw.

5) Only 1 Sword Man, 1 Gunner, 1 Female Shaman, 1 Monk, and I were alived after defeat the Boss "Dracula".




8th Boss "Minotaurus King" in Creta Maze for lv 59~64; I killed it at lv59 after 3rd try


1) Incredibly Tough: It uses Incredibly Strong Attack. Immune to Biking's Freeze skill.

2) You just need to be lucky. Praise to god for Boss won't use skill in 2nd or 3rd turn.

3) In my case, I used Beserk on 3 Gunners. They wiped out the monsters but they also got wiped out by the Boss.

4) Start from 1st line Biking, rest of 1st line member got wiped out, too.

5) I barely defeat this guy and only 1 Female Shaman, 1 Monk and I survived.

* I did not used any scroll on this fight, it would've been easier if I did.

Friday, March 20, 2009

Atlantica Online's NPC Guide

Atlantica Online doesn't have the standard vendor you can sell your trash drops to. Probably because there is no such thing as a trash drop in this game, per se. Every single item is useful in some way with the items most often associated as trash in other games being used in some crafting recipe somewhere. Sure, there are NPC's stationed outside the newbie starter towns that will buy anything off you for a flat 10g price but you can get much more than that if you are patient and place your items on the Market for others to buy.



This doesn't mean there is a lack of NPC's to interact with in order to acquire more wealth and power. In fact, you will become very familiar with these NPC's as you play the game. Which is more than you can say about anonymous regeant vendor #43 in WoW. The following is a short, but by no means complete, list of these NPC's.



Name: Livingstone

Can Be Found: Outside of Bucharest.

Role: This is the NPC stalker and the guy to come to when you don't know where a particular NPC can be found at the moment. For a 1000g fee, he will give you the whereabouts of every other NPC of note in the game. Very handy for tracking those NPC's that like to wander around.



Name: Goncourt

Can Be Found: Wandering Around

Role: Converts useless books into boxes which can hold more useful books or more useless books you can then trade back to him. The fee depends on what you are trying to convert but for regular skill books it is 1000g. Depending on your luck, he can be a great source of income especially for newbies. Trade useless book for book that sells for several millions on the Market. Profit and repeat.



Name: Howard

Can Be Found: Wandering Around

Role: In your travels, you will sometime come across Cultural Boxes, which contain random Cultural Treasures. Take them to Howard to appraise and, if they turn out to be real, he will offer to buy them off you for 200-400k gold. Take his offer as you won't be able to cash them in anywhere else.



Name: Columbus

Can Be Found: North of Lisbon

Role: Will buy armor and weapons for half the market price from you. The caveats being that he won't buy anything enchanted over +1 and Ghost Warrior level and above. He also has business hours from 9 to 18 ingame time. Check the ingame clock on the lower left hand corner of the UI to see when he's open. Very handy for unloading gear that is currently selling for less than half of the normal market value.



Name: Pointry

Can Be Found: Bazaar in Rome

Role: There are points to be accrued for various activities in this game and he's just the man...er...rabbit to go to when you want to convert them into something substantial. There's a great Pointry guide to be found here. If you ever find yourself wanting to try this game out, do me a favor and roll on the Argos server. Then set Warrender as your referrer so I can rake in those glorious Referral Points. Muahahahaha!



Name: Volcanus

Can Be Found: Bazaar in Rome

Role: You can improve your gear in two ways. You can use enchanting stones as well as an identical sacrificial copy of the item to be improved or you can go to Volcanus with just your item as well as enhancing stones. The caveat being it's not a guaranteed process like the first method and there is a chance of losing the item in the event of failure. Enhancing, especially with the use of Item Mall-only enhancing stones, is the preferred method of upgrading your equipment to endgame levels.

First Impression Of Atlantica Online

This is a post that I've been meaning to write for some time now but have been putting off. But seeing the negative posts recently on some of the blogs I frequent, I thought I'd balance them out with a positive one.

I have to admit my first impression of this game wasn't a favorable one. I went in, as is my wont, having no previous knowledge of the title except that it was a F2P MMO of Asian design (I would later find out the developers are Korean). This explained the light anime graphic influence and the bad text translations to English. Neither of which were exactly endearing to me. The turn-based combat system was a pretty novel idea for a MMORPG but past experience has taught me I'm fairly bad at those types of games. Adding a timer to such a system certainly didn't help either. Instead of the typical MMO single character model, AO has you controlling up to 9 characters at once in a fight. These other characters are mercenaries that you can recruit or are given to you as a quest reward. About the only thing that impressed me right off the bat was the auto-move system. It was one of those now why don't more games use this feature moments. I would later have many more of those moments after spending some time with Atlantica Online.



Wow, that certainly sounds interesting...what game was that again? Oh right, I already have that installed. Maybe I should take another look and see for myself some of these novel features he's talking about. I decided to do some research and find out more about this game. This led to a decision to reroll which wasn't that hard to make considering my original character was only around level 10 I believe. I began to get the hang of the combat system and I started to appreciate some of the unique features AO had to offer. The auto-move and enchanting system were just the tip of the iceberg. People actually are rewarded for being nice to noobies. I was bombarded with gifts in the mail containing gold and equipment and offers from strangers to be my mentor. Since I had done my homework, I knew that there weren't any strings attached like there would normally be in other games. Gift-givers get an XP reward based on a percentage of the gift's monetary value and mentors gain mentor points as well as a substantial gold reward after their students turn 30.



You know those other MMO's that seem to want to punish you for grouping for some reason? Not so here. There's no reason not to ever group as everyone gets additional XP as well as small XP books which can be saved up or used at your convenience. This system works even if the party is not in close proximity to each other and is typically known as LDP's or Long Distance Parties. Be careful of leechers and it's best to check with guildies first when doing this. Speaking of guilds, there is comprehensive support for guilds in this game. Guilds can control a town and multiple guilds can band together into alliances called nations. Nations can even go to war with one another which can result in players suddenly being able to attack one another. Other perks for guilds include access to guild dungeons and training centers as well as being able to add buildings to your growing town if you are the guild leader. The rank and file can also help out by convincing wandering NPC's to move to your town, doing town quests, and contributing to the guild crafting by killing mobs. But guild crafting is also a two-way street as everyone gains crafting XP as well just by being around when a guild crafting job is finally done. I've gained levels from different crafting skills without having to scrounge up one scrap of material because of this.



The graphics, especially the landscapes, can be stunning at times and not even the aforementioned auto-move system can detract from this. It actually enhances it, in my opinion, as you have more time to gawk at your surroundings when you don't have to worry about if you're heading in the right direction or not. The setting is a hodge-podge of eras from the real world with Spartans and Vikings fighting at your side along with the steampunk gunpowder might of Gunners, Cannoneers, and Inventors. The world map is very familiar as is the names of the cities and towns within it. Even the familiar is not to be taken for granted as I learned when I fought some camels with bulbous mouths for humps which spat out some deadly cannonballs.



This game's design reminds me a lot of Eve Online without the sandbox. In fact, there is a central storyline quest which will teach you everything you need to know about this game. But, like Eve Online, this game has features that dare to be different from your standard MMO. And all those features are tightly woven to produce a very complex MMO.



You say you want a revolution? Well, are you willing to make some time to play one then? If so, give Atlantica Online a serious try.

Thursday, March 19, 2009

Atlantica Online - What Would Bartle Think?

If you're a fan of customizing your character avatar to your exact specifications so that its unique look stands out from the crowd, Atlantica Online is not for you. The character creation options limit you to a small number of faces which look pretty similar anyways. The standardized armor system doesn't help either and you will find a number of clones hanging around the leveling areas.



If you are an explorer who just has to find out what is up that trail and behind the babbling brook, I can tell you right now there's nothing there for you to find. Everything can be found on your handy map/mini-map. Even supposedly hidden treasure chests.



If you love your fluff and cool pets that follow you around; sadly, AO is virtually fluff-free. What little there is usually purchased from the Item Mall. Even the usual vanity stuff like mounts, outfits, and titles have stats elevating them to the status of useful items.



But for everyone else, Atlantica Online has something that is sure to appeal to them. For the socializers, there are comprehensive guild and mentor/apprenticeship systems. They can communicate to peers of their level in the peer channel globally and will always be rewarded handsomely for lending a helping hand.



The killers will have their hands full with a combat system that plays more like speed chess than the usual hotbar mashing. There's plenty of PVE mobs to grind and when you get tired of those, there is a full-featured PVP league system (Free League) and weekly tournaments. If you are in a guild which belongs to an alliance of Nations, you might even find yourself embroiled in open PK called Wars.



The achievers will think they've died and gone to heaven as there are plenty of bars to ding. Level cap is 120 and there are also the 8 other mercenaries in your formation to level from scratch. Roughly 90% of all items found in the game can be crafted and there's many different crafting skills that you can learn. The aforementioned Free League also sets another bar to conquer as you PVP your way from rank 18 all the way to the top number 1 spot.

Atlantica Online Combat Guide

When creating your character, one of the first choices is the type of weapon your character will wield. This is equivalent to choosing your character class in other MMO's as the choice locks you into a set of skills you can learn and starting stats. The choices are sword, spear, axe, staff, gun, cannon and bow. With the most recent patch, two new weapons were added: instrument and power-saw with power-saw only available if you already have another main leveled to 100. Each class except for the new additions are roughly equal to the D class mercenaries that share their weapon type and they can learn all the skills available to that mercenary as well as main-only skills. For example, Staff mains can learn the healing spell Blessing of Life like Shamans but they can also learn the main-only skill Evanescent Scud which is an AOE attack. You can find a great page summarizing the different main character stats and abilities here.



Your very first quest in the game will have you hiring 2 mercenaries to aid you in your travels. At level 10 you will have an additional 4 mercenaries and gain the ability to add an additional one every 10 levels afterwards. At level 50, you will reach the maximum of 8 mercenaries available to be used in your formation. The starting D class mercs can be hired from a hiring NPC or you can find them wandering around and ply them with gifts to convince them to join your party. The ones later on will only be gotten from braving tough shadow dungeon quests or paying the exorbitant market prices for their summoning marble. Each mercenary brings something different to your group and much of the fun in this game is deciding exactly what the composition should be to maximize all the synergies between your units. This means every player is a self-contained holy trinity of tank, healer, and DPS and you won't ever find a LF1M - NEED HEALER in this game. This also means that if your side doesn't focus fire in PVP, you have nobody to blame but yourself. Muwing has another great page summarizing the different mercenaries here.



One of the first things you will notice in combat are the huge numbers over each unit in your party. These numbers tell you how many Action Points that unit has. AP is important in that it controls how many actions a unit can do over the course of a fight. Each main and mercenary has a different AP recharge rate which determines AP gain per turn. During the first turn, only one unit can act and that one is determined by whoever has the highest AP that initial turn. Since the recharge rate is random within a certain range, this can be any unit but the ones with the most steady range of recharge like Swordsmen usually will act first. After the first turn, 5 units can act with the same restriction; however, it is now possible for units to pass their turn to another one that isn't scheduled to act this turn. As long as the desired unit to act has 100 or more AP, the passing unit can choose the Guard option for a cost of 50 AP and pass their turn on. You might need to choose Guard on several units before the desired one is finally selected to be able to act.



You can tell which units can act that turn as they will have green rings around their feet. The unit currently being selected to act will have the green ring completely filled in. It takes a while to get the hang of if you're not used to this style of combat but it won't be long until you are ordering your units around and grinding PVE mobs with zen efficiency. There are boss mobs that will keep you on your toes and maybe even get you to change your strategy up in order to beat them. And PVP becomes almost chess-like as you and your opponent try to get past each other's defenses.

Wednesday, March 18, 2009

Atlantica Online Crafting Guide

At first glance, the crafting in AO seems to be typical of other MMO's. You have your crafting levels with new recipes available upon reaching some arbitrary level. You gather up the materials and the crafting job constitutes a workload you have to work through to come up with the finished product. As an aside, there are literally no trash drops in this game. Chances are if you don't know what an item does, it is used as an ingredient for some crafting recipe somewhere. This will drive those with packrat mentalities bonkers as they come to grips with the limited inventory space. After you gather up the necessary mats and go through the steps to define your job and workload, you will then find out where Atlantica Online diverges from the norm.



Your crafting progress is fueled by the XP you get from killing stuff.



Sure, you could get an auto-craft license on the market or as a reward for a quest chain you get in your 40's. This license will allow you to craft in the traditional way without having to kill anything and is a great option for those crafters unable or unwilling to engage in combat. But it really is faster and more efficient to craft the other way. The process seems a little strange at first and not a bit counter-intuitive but, eventually, you get used to it and will appreciate the fact that you’re not tied to a forge or sewing table if you want to make something. Guild officers can even set up guild crafting jobs where the huge workload is shared by everyone in the guild and their kills contribute to its progress, provided they aren't doing their own personal crafting. You can learn as many crafting skills as you want and there are a huge variety to choose from. Everything from weapons, armor, food, potions, buildings for your towns, skill books, and even licenses needed can be crafted. I'd say that short of special items only available from the item mall or special quest rewards, everything found in this game can be crafted. The only limitations being that it takes some effort and quite a lot of gold in order to level up your tradeskills. There are even plans to introduce end-game gear that is crafting-only; a move that hasn't met with universal acclaim.



That's not the only new wrinkle to crafting in this game. You gain crafting levels (up to a max of 100) by gaining craft XP. Once you gain enough XP to go to the next level, you will then need to be trained up before you actually gain the new level. It's even possible to gain enough XP to gain several levels at one time. Training can be done by finding the appropriate NPC or a player high enough to train you. For example, you can begin to train others at level 11 and can train those levels 11 and below. The same goes for levels 21, 51, and so forth. Training takes a huge chunk of Will which limits how often you can do it but the trainer gets a crafting XP reward as well for doing this which can be a great way to level up your crafting on the cheap.



There are other ways to gain crafting XP. There's the normal way of personal crafting jobs but you can also gain it through the guild crafting jobs as well. When the job finishes, it awards crafting XP to those guildies who contributed to the progress. You also get XP from dismantling gear into materials you can then use to create new crafting jobs. Teaching others also gains you crafting XP as mentioned already. These alternate methods are a great way to level your crafting without having to shell out for expensive materials. For example, I was able to level up my Machine skill from 0-12 purely from the XP I got from one guild crafting job (admittedly it was a huge one) without having to scrounge up so much as one lugnut or whatever it is they need to make things from that craft.

Joining in Group in Atlantica Online

You may think a MMORPG that gives you control of your own self-contained party of tanks, healers, and DPS would be one where you wouldn't have any reason to group up or even be social.



You couldn't be more wrong.



The main storyquest line is a long and ardous chain which is designed to be soloed. Indeed, the bosses you will encounter in this chain can't be fought in groups. But, eventually, you will find yourself with good reasons to venture into the Shadow Dungeons which are instances meant to be tackled in a group. Even though you can control a maximum of 9 characters, wandering monsters will join a fight in progress and you could see yourself in a 9 vs. 27 if you are particularly unlucky. Shadow Dungeons seem to have automatic adds as I've yet to see a fight in there where it was just 9 vs. 9. So grouping for those is the way to go unless you have gold to burn on Bewitching scrolls. Group battles can be really dynamic as it is possible to cross-buff and cross-heal between the different groups. Finding a group is particularly easy due to a Peer chat channel that only reaches those in the same level range as you. This filters out a lot of extraneous info and insures you get level-appropriate advice.



There are also many reasons to join a good guild as soon as possible. Each character has a hotbar that can be equipped with a potion or scroll they can activate with the appropriate function key. F1 and F2 are standard but the F3 key is only available to those who belong to a guild. F4 and F5 is unlocked when your guild controls a city. Monster and craft info can be freely traded between guildies and you gain access to the private guild dungeons and training center. Training centers are a low-level training ground for guild dungeons and are a great option for those guilds that don't have a lot of high-levels needed to run a GD. Guild dungeons are timed levels where you must clear out the different floors and finally the boss for your fat loots. Groups are capped at 3 players per but you can bring as many players and groups as you like for fast and easy runs. There are also Nation dungeons available for those guilds that belong in a Nation. Those high-levels that want to run instances apart from their guild or nation can run Independent Dungeons. Eventually, Nations will want to engage in war against another Nation and group combat takes another interesting twist with open PK 3v3 groups.



One thing to note is that there is absolutely no punishment for grouping in this game and you gain the benefits of grouping (in the form of extra XP) even when the group members are separated by geography and levels. This is known as Long Distance Grouping or LDP for short.

Atlantica Leveling Guide

My character is currently level 76 in Atlantica Online and I'm in the middle of rebuilding my formation. When I turned 70 and became eligible to use the Prophet mercenary, I elected to change my build from a melee-heavy formation to a more flexible one by replacing my 2 Swordsmen and 2 Spearmen for some range/DOT/AOE options with a Witch, Archer, Artilleryman, and the Prophet. At first, this move doesn't make much sense as much of the Prophet's value is being able to buff and heal melee units with their passive Concentrate skill. But I'm counting on this skill to bolster my weaker tanks on the front line.



Joining the Beast Tamer up front to take the place of the Swordsmen are my Exorcist and my Axe main. It remains to be seen if my main will continue to be up front as he's still a bit squishy at this level without any accessories like an armored mount to increase his survivability. I can't wait to level these new mercs up to take them into Free League. My FL ranking took a dive from 10 to 11 as I've been concentrating on PVE to catch these guys up to speed. Depending on how this formation works out for me, I might swap a Swordsman back in to replace either the Archer or, more likely, the Prophet.

Atlantica Online PVE Video- 2








Jormungund is a level 107 Shadow Dungeon boss you will need to defeat in order to unlock the Lady Knight mercenary. Shadow Dungeons are designed to be tackled by groups of 2-3 players but it's entirely possible to solo one if you outlevel it by 10 or more levels. This video shows a 3-player party and is a good representation of what the combat in AO typically looks like.

Atlantica Online PVP Video






This video was taken quite a few months ago and the build and strategies involved are outdated. Specifically, Xargrr's Seth Will build has been reduced in potency and the days of Oracles Sething Spears to wreak havoc on the front lines and beyond are gone now. But it does give a taste of what to expect from a typical Free League match.

Tuesday, March 17, 2009

Atlantica Guide: Ghost Ship FAQ/Guide

General Facts

• Use a power potion, it’s a timed event and they save time (especially applies to times where we are going after Davy/completion)

• Use atk+ and def+ titles if you have them. (you can activate these during battles if you forgot or they run out)

• Have your formation ready, you can only use 7 mercs so disable two.

• Have an established leader in the group and stick close to him/her

• Do not sit at entrance to next floor unless you meet one or both of the following:

o You have run around the entire area and checked all mobs are engaged

o You are a gate group and absolutely need to be in the area first



General Facts drawn straight from in game help file

1. The monster generator will produce monsters regularly. Monsters will form groups and attack.

2. Guard Tower’s attack power will vary depending on the number of monsters around.

3. Monster Generator’s attack power will vary depending on the number of Guard Towers around.

4. Final Boss Monster’s attack power will vary depending on the number of monsters around.

5. In the dungeon, there is a level where there are no monster generators. If you clear this area, you can obtain a book of helpful magic.

First Floor (Octopi/Ghost Town)

 1 Gate

 2 Towers

 4 Sub bosses (confirmation needed)

• Different groups needed:

o Gate group (preferably 3((2 tower, 1 gate)))

o Trash/miniboss group (any number really, at least 2)

o Defenders group (This group can be 2 people, as they potentially join gates fight anyway)

• Gate group

o Go immediately to Ghost Town.

o Go across the bridge, and towards the gate, engaging it immediately.

o If there are 2 or 3 gate groups, the extra one or two engage the towers immediately.

o Upon both towers being felled, Gate group acts as trash/miniboss group with one exception, when the mob are almost all gone, get inside the next area positioned to immediately strike the next levels gate.

o When a Gate or Tower falls, the leader of the group should announce on nation chat that it has fallen. Also if a Gate group dies, it should be announced so another gate group can quickly jump in to take the place temporarily.

• Trash/miniboss group

o At least one group must be working on the octopus area, this area must fall first for a good time (if it doesn’t, the damp cabin activates and starts spawning before you’re actually in it)

o One group goes the same path as Gate group goes, and engages monsters in front of gate so gate group can get through.

o After gate is down, the trash group that cleared this path should port back to entrance and start on octopi.

• Defenders group

o Run immediately to Ghost town and stay near our Gate.

o Do not stray far from this gate.

o If a monster approaches the gate retroactively engage it.

o If a monster manages to engage the gate, join the gates fight, and heal it at the end of combat as much as possible.





Damp Cabin

 4 Gates

 8 Towers

 2 Sub bosses (thanks to Ziv for confirming this)

• Different Groups needed:

o 4 Gate groups

o 0 trash groups (they help, but if done right aren’t strictly needed)

o 1 Defender group (two might help to keep a perimeter away from the

• Gate Groups

o Immediately engage the gates, all four should be engaged right away.

o If there are extra groups strong enough, they should go after the towers right away.

o After Gates fall the gate groups then should go after towers, then the boss mobs then clear trash.

• Trash groups

o If a gate group fails to engage gate fast enough, clear a hole for them.

o If strong enough, take on a tower.

o Otherwise keep perimeter around friendly gate with defender group.

• Defender Group

o Stay close to gate, preemptively attacking an approaching mob is good, but don’t leave the gate unattended so you can hunt mobs.







Cabin of Endless Dawn

 1 Gate

 4 Towers

• Different groups needed:

o 4 Gate groups (3 only need to be able to take down a tower fast)

o 0 Trash groups (always good, speeds things up, but trash groups aren’t precisely needed on this level)

o 1 Defender Group

• Gate Groups

o Engage all 4 towers immediately

o A strong 5th group could engage gate right away to save some time.

o First group done with their tower should immediately engage Gate

o Start cleaning up rest of mobs after Gate/towers are down

• Trash groups

o Before Gate/Towers are down:

 Fight mobs closest to the gate, make getting at it easier for Gate groups

o After Gate/Towers are down:

 Just clear mobs as fast as possible

• Defender Group

o Stay close, preemptive attacks are fine to form a perimeter, but stay close.







Davy Jones’ Locker

 Davy

 2 sub bosses

 2 Gates

 4 Towers

• Different groups needed:

o 3 Gate groups

o 0 Trash Groups (3 or more highly preferred)

o 1 Defender group

• Gate Groups

o One group rushes straight to Davy, while the other two go to the right and left rooms to engage Gate’s

o After the Gate teams are done with their gate, they should engage their towers.

o After Davy, 2 Gates, 4 Towers are down, revert to cleaning up.

• Trash groups

o One group goes with each gate group, assisting in keeping the monster population down in the area (keeps boss and towers weaker)

o Gates/towers/Davy are down, start cleaning up all the mobs, almost done

• Defender group

o Fight any mobs approaching gate, stay close to gate in case it gets attacked.