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Sunday, March 15, 2009

Atlantica Online Character Classes

A player can choose from one of the seven basic weapons for his/her own character:




  • Sword - The Swordsman has the best survivablity of all classes in Atlantica Online, which makes them the natural tank class. Their attack is rather strong, but it can only affect a single non-flying target in the front row, so they should not be solely relied upon for offense. The Swordsman magic skill is the Flame Sword, an attack that again only affects a single foe.



  • 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 less than the original target. The Spearman magic attack is a lightning spear which damages and slows down two foes in the same column. The Spearman has medium defense.



  • Axe - The slow-moving Viking can attack a single target in the front row. If that target has one or two neighbours in the same row, then those also take some damage. This character has many hitpoints but low defense, especially versus magic. Their magic move can freeze foes for few turns.



  • Bow - Despite bonuses to evasion, this character's low health make them unsuitable for the front line. They are a potent counter for enemy spellcasters though, as their powerful single-target attack can reach every foe, regardless of its position in the enemy ranks. Their magic move is Silence, which prevents foes from using magic for a two turns. Atlantica Online Image 2



  • Gun - The Gunner wields a musket and carries rather low protection. The Gunner can damage an entire column of foes, with foes in the front absorbing taking most of the damage. A Gunner's magic move is a stronger version of the regular attack.



  • Cannon - The Artilleryman is armed with a hand-held cannon. An Artilleryman's standard attack covers a cross-shaped area, although with a rather low attack power. The Artilleryman's magic move damages foes and reveals their remaining hitpoints for a few turns.



  • Staff - The Shaman has both healing and damaging skills to support the party. Due to low health and defense, the Shaman is best placed away from the frontline.

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