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.
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Friday, October 9, 2009
Atlantica Spearman Stastical Strengths and Weaknesses
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.
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.
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.
Wednesday, April 15, 2009
Exclusive Artilleryman's Guide

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.
Tuesday, March 24, 2009
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.
Sunday, March 15, 2009
Atlantica Online Character Classes
- 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.

- 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.
Thursday, March 5, 2009
Atlantica Swordman 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.
Statistics (not including equipment or Growth Vials)
The Flame Sword spell hits an enemy hard and drains its vitality.
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.
As Rank C units become available, the player gains access to lady knights, the next tier of tanks. Lady knights outshine swordsmen in every attribute, so they make fine upgrades. The lady knight also sports better magic attacks than the swordsman, meaning that a swordsman upgraded to sword warrior might be better than a base lady knight in attributes until you upgrade her, but the lady knight is the clear choice overall.
Atlantica Spearman Guide
Official Description
Spearmen are melee mercenaries with great attack power who have mastered the art of the long spear.
They can strike two opponents at once with their spears, so you might consider a spearman if you want a strong offensive character.
They also have relatively high HP, but for a frontline fighter they have relatively mediocre defense.
Attack Type
The spearman attacks up to two enemies in the same column at once with his spear. His attacks are not as strong as those of the viking or swordsman, but the ability to hit two foes at once makes him a lethal fore.
Lightning Spear deals damage while reducing the action points of the target. This can cause the enemy to miss a turn if it is low enough on action points. Lightning Spear requires two turns before it can be used again.
Anther spearman spell is Deadly Strike, which allows the spearman to deal more damage as his HP gets lower. Players can find books to unlock these more advanced spells.
Attributes and Upgrades
Except for atrocious magic (MAG) and magic defense (MAG DEF) scores, all of the spearman's attributes fall somewhere in the middle among Rank D mercenaries. Players can upgrade him at level 20, 50, 80, and 100 with Ashen Jewels. As he progresses, the spearman develops the second highest defense (DEF) among his rank D peers, and the rest of his attributes keep him competitive with the viking and swordsman for spot in the squad.
The high DEF of the spearman means he can mitigate some of the physical blows dealt to him, but his poor MAG DEF and middle-range HP means that magic attacks will make short work of him.
Lightning Spear deals damage and reduces the target's action points.
Strategy
Spearmen are available as mercenaries from level one, and their Lightning Spear ability could make them useful into the mid levels. Spearmen start out with high enough DEF to earn a spot in the front row. Be careful to heal them as soon as possible when hit by magic because their low MAG DEF is their weakness.
Players will find the value of a spearman in his attacks, which hit two enemies in a column. Stacking Lightning Spear attacks on a boss can cause it to miss a turn while still doing damage.
In the beginner levels, two spearmen and a swordsman make a formidable front line. While one Lightning Spear attack might not make a foe miss its turn, two well-timed Lightning Spear attacks can do the trick. Two spearmen can chain Lightning Spear on alternating turns since the skill requires a cool down of two rounds.
As Rank C units become available, the player gains access beast trainers. Beast trainers are slower and not quite as strong, but they have slightly better DEF and MAG DEF. The big difference is the beast trainer's ability to summon a pack of animals to damage all foes. The decision between the spearman and beast trainer is a tough call to make.
Atlantica Artilleryman Guide
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.
Deep Insight performs a regular attack and reveals how much HP enemies have left.
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.
Atlantica Archer Guide
Official Description
With their eagle-like vision, archers can hit any given target in the enemy ranks.
They can only attack one opponent at a time, but they deliver serious damage from a long distance.
They're agile and have a high chance of dodging attacks, but they have relatively low HP and defense.
Attack Type
The can hit any one target on the battle field with her bow. The high damage rating of her weapons means she will be able to cause major harm to the target the player chooses.
Silence is a magic spell stops the target from casting spells for a short while. Thus, the player is forced to choose between dealing heavy damage in the hopes of killing the foe or casting Silence to prevent allied units from taking spell damage. Silence lasts two turns and requires three turns before it can be used again, so it is impossible to keep an enemy from casting spells with just one archer.
Attributes and Upgrades
The archer starts with the highest dexterity (DEX) and intelligence (INT) of all Rank D ranged fighters. Players can upgrade her at level 20, 50, 80, and 100 with Ashen Jewels. As she progresses, the archer will continue to have the highest DEX among her rank D ranged peers, but her powerful weapons will do more damage than those of an artilleryman or gunner.
The high DEX of the archer allow her to dodge many attacks. It is important that she dodge as many as possible because her defense is only better than the artilleryman's among Rank D units. Her VIT is the worst among non-magical Rank D units, meaning her HP are low, too.
The Silence spell prevents an enemy from casting spells for short time.
Strategy
Archers should never be in the front row because of their poor defense and low HP. Be careful to keep a unit in front of them so that they are not exposed to any melee attacks. Their high DEX can help them dodge less accurate ranged attacks, but be prepared to heal them when they get hit by any kind of attack.
The real value of an archer lies in her strong attacks, as she can often wipe out an enemy with lower defense in one attack. Also, her Silence spell can keep pesky enemy casters from hurting allied units.
Having more than one archer can pay off against single tough targets, such as bosses, but they are not the most efficient against multiple foes. Usually, one archer is plenty for a squad.
As Rank C units become available, the player gains access to prophets, a sort of ranged/caster hybrid. They are not exactly apples to apples, but prophets end up better in every attribute except DEX, and they have magics that can take some of the punch out of enemy magic as well. The archer's Silence spell is very versatile, but the tougher prophets make the better choice at higher levels.