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Showing posts with label Atlantica Skill Guide. Show all posts
Showing posts with label Atlantica Skill Guide. Show all posts

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...

Thursday, April 9, 2009

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)

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.

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.

Friday, March 27, 2009

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

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.

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.

Tuesday, March 17, 2009

New Atlantica Skills from Korea!

Also keep in mind for most skills cooldown and duration are unknown.



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...?



Note, all of these numbers are pre-nerf, obtained relatively early from the Korean update, they are subject and LIKELY to change over time.



I don't claim credit for knowing Korean, nor researching the info myself, but I do claim credit for putting all of this together. Please at least mention my name if you want to use it somewhere else.



SUPER THANKS TO WHOEVER MADE THAT KOREAN WEBSITE XD



Beserker sucks. (khappy)

Monday, March 16, 2009

Atlantica's List of Combo Magic Skill Guide

There are 6 Different Combo.



1) Swordman (Dark Seed) + Shaman (Hex of Darkness) = Hell Fire



2) Cannoner (Smoke Bomb) + Princess (any skill ends with Signet) = Bombing Campaign



3) Lady Knight (Light Slash) + Oracle (Vortex) = Divine Slash(?)



4) Witch (Mana Trap) + Oracle (Seth's Will) or Shaman (Brutal Will) = Schizophrenia(?)

* Oracle or Shaman skill by your character not the opponent's



From Here on for Party Fight, Heros' Combo



5) Range Hero (Chaos Wind) + Melee Hero (Break Down) = Destructive Wind



And this is only 3 combo in this game for Heros for NOW



6) Range Hero (Chaos Wind) + Melee Hero (Break Down) + Mage Hero (Evanescent Scud) = Destructive Light





This one is not really a combo but useful to learn



* Exorcist(Mana Burn) + Witch(Mana Drain) = Use to prevent(block) Oracle's Seth's Will





Try these on Next CBT.

Enjoy Atlantica everyone~





BTW, Higher skill level, Higher max damage get.

So far, 2 combo attack damage rage from 290~960

and 3 combo attack damage over 1000






--------------------------------------------------------------------------------

Skill Effect



Hell Fire

[LV]____[HP]____[Turn Last]

1______-770________5

21_____-870________7

41_____-970________9

61_____-1070_______11

70_____-1115_______11



Bombing Campaign

[LV]____[HP]____[Accuracy]____[MP]

1______-95________-2%_______78

21_____-215_______-10%______138

41_____-335_______-18%______198

61_____-455_______-26%______258

70_____-509_______-29%______285



Divine Slash

[LV]_____[HP]

1_______-400

21______-1100

41______-1800

61______-2500

70______-2815



Schizophrenia

[LV] [HP] [MP(opponent)]

1___-100_____-400

21__-220_____-1680

41__-340_____-2960

61__-460_____-4240

70__-514_____-4816

Thursday, March 12, 2009

Earning millions Atlantica gold with Fishing

This Guide is about How to Earning millions Atlantica gold with Fishing?



So as a follow up, if you are lazy like me or don't have a lot of time to go chasing goncourt around, you can invest your money into fishing, and although it might not provide *as much* per day, you get the gold while sleeping.



This is quite easy once you have some startup funds. Begin by leveling your fishing craft skill and also action craft skill. In order to make the most of this and save yourself gold on the back end, leveling tool, machine, and crystal will also help, but not until the later levels of fishing.



In order to begin making bamboo fishing rods, your fishing craft will need to be 10 or higher, and your fishing action 1 or higher. Fishing craft allows you to make better baits/poles which give more profitable fish and a better catch %. While fishing action determines what poles baits you can use.



Example:

Bamboo poles with spoiled bait. Bamboo poles have about a 50% catch rate, so if you use 2000 spoiled bait, you should end up with ~1000 fish. Now spoiled bait only lets you catch prussian carp and mackerel. Carp are worth 1-3 fishing points, and mackerel are worth 2-6.



Again fishing action determines what baits/poles you can use, however you can still make gold overnight with just fishing action 1. The list is



Action 1: Bamboo/Spoiled

Action 30: Maple/Crude

Action 50: Iron/Mediocre

Action 80: Mithril/Good

Action 100: Adamantium/Best



So now to the good parts, craft up about 100 of whatever rods you choose to use or can use, and I use about 2000 bait. Get your fishing action to 1 or whatever level you want it, and make a little trip to Hainan Island. It's right outside the town of Hanoi. Walk to a spot with water, press v, hit the auto key, and start fishing!



Fishing is quite tedious and is best done while afk, hence why I suggest doing this while you sleep. Wake up or keep fishing if you have to work like me :p



When you decide to finish fishing, go over to Albert on Hainan island and trade in your fish to him. He will give you a certain number of points, it seems totally random between the allowed points for each fish. Take these points and head to Pointry in Rome.



This is where the $$ comes into play. Check your market before trading in points. Again on Macedon I buy either still beating hearts or gilgamesh sword shards. If buying sword shards, make sure they are at least double the price of the hearts, as they cost 200 points instead of 100. So trade in your points, list them on the market, and be on your way again as you earn gold.



On a good night if I don't disconnect during the night for some reason >.> I usually walk away with 10000-22000 fishing points, which leads to 5-9 million. The costs of bait and poles are just a fraction of that.



And again, this isn't the fastest or most efficient way of making gold, but it does do it while you sleep^^



Combine this with Goncourt-ing during the day and fishing during the night, your bank account will be very happy with you.

Thursday, March 5, 2009

Atlantica Mercenaries Stats Guide

Sword Units



Swordsman

*Can be hired at level 1*

Str: 340

Dex: 240

Def: 400

Int: 130

Vit: 250

M.Def:125



Skills

Flame Sword : Damages 1 target for a good amount. Great for taking out front lines. Does more damage to those with low mDef.



Dark Seed: D.o.t. ***Combos with Hex of Darkness***



Deadly Strike : Delivers very heavy damage to a single unit, however it requires alot of AP.



Notes

The Swordsman is a great font line unit. They are designed to prevent a hole in your formation as long as possible, and deal lasting damage to a single unit.



Exorcist

*Can be hired at level 57*

Str: 290

Dex: 170

Def: 260

Int: 240

Vit: 240

M.Def:285



Skills

Mana Seal Prevents all oponent's staff units from using skills for one turn, applies small d.o.t.



Seal Staff Debuff's all oponent staff units, reducing their 'Normal Attack' damage; slight d.o.t.



Mana Burn Damages up to 5 oponent's HP/MP



Speed Cast Gives extra AP, and heals, your staff units each turn.



Notes

The Exorcist is a very valuable tool for PvP, though not as effective in PvE due to the fact they miss alot. They will allow your monk to use Awakening twice in one turn much easier; allow you to heal more often; Offer a great permanent stun if used with an Archer's Silence skill properly (Given you have made a hole in your oponen't front line).



Lady Knight

*Can be hired at level 95*

Str: 370

Dex: 260

Def: 750

Int: 160

Vit: 280

M.Def:145



Skills

Light Slash Strong magic damage to a single unit. ***Combos with ORacle's Vortex***



Notes

Great front line unit. She has amazing defense and should be able to take quite a few blows. (Little more information available until obt)







Staff Units



Monk

*Can be hired at level 18*

Str: 190

Dex: 140

Def: 150

Int: 260

Vit: 160

M.Def:500



Skills

Protect OR Shield of Protection



Protect gives your main unit a defensive boost, and heals them, at the start of every turn.



Shield of Protection heals your main unit every time it is hit (though if hit with a combo, only healed on first attack)

***They are both passive skills, so only one skill can be learned. To obtain Shield of Protection you must use a skill reset book to get rid of Protect***



Holy Guard Casts on an entire row, negates all status effects currently on selected units, and prevents all skills from being cast on them (With the exception of Guard Dispell). ***Units under Holy Guard can still be stunned, and can not be healed***



Awakening Lowers the Combo counter by 1 (2 at higher levels) and heals units for a small amount. Affects up to 5 units.



Notes

Absolutely essential for PvP, and many will say for PvE. The ability to remove any negative effect on your units is a must, especially stun. They also are a key to keeping your main unit alive. Should not have a formation without one ^^.



Shaman

*Can be hired at level 10*

Str: 150

Dex: 130

Def: 180

Int: 230

Vit: 150

M.Def: 450



Skills

Blessing of Life A healing skill, affects one unit until the shaman is upgraded, than affects an entire row.



Hex of Darkness A d.o.t. skill, highly effective on units with low mDef. ***Combos with Swordsman's Dark Seed***



Brutal Will Makes an entire row uncontrollable, and deals very slight d.o.t. to them every turn (Own units). In exchange, their attack and combo rate are sharply raised.



Noble Sacrifice The Shaman Sacrifices their life to heal the rest of your units, the healing effect lasts an extra turn after the Shaman has fainted.



Notes

Its safe to say every formation needs a healer. Whether you have two (1 for healing, 1 for d.o.t./Noble Sac) or just a medic for bad times. Get one at level 10, praise her until you can get an Oracle.



Witch

*Can be hired at level 51*

Str: 120

Dex: 250

Def: 150

Int: 280

Vit: 180

M.Def:500



Skills

Mana Drain Unlike an Exorcists' Mana Burn, Mana recharge affects only 3 units and replenishes a Witch's own MP.



Mana Recharge Restores up to 3 friendly unit's MP



Meteor Strike A completely devistative AoE skill. This high damaging ability can take out an entire unit easily. Used only every 4 turns, it is more than worth the wait.



Mana Trap Can affect entire enemy formation. Each turn, for 2 turns, it will drain a very small amount of MP. ***Combo's if enemy casts Brutal will/Seth's will, they will get 200 damage instead*** (Almost useless skill, dont get it)



Notes

A wonderful unit! Any PvE formation should have one. She can completely change the tide in any battle.



Princess

*Can be hired at level 63*

Str: 150

Dex: 130

Def: 180

Int: 300

Vit: 180

M.Def:475



Skills

Princess' Order Increases your ranged unit's defense and heals them a small amount each turn.



Royal Signet Debuff's all oponent Gun units, reducing their 'Normal Attack' damage; slight d.o.t.



Family Signet Debuff's all oponent Aarcher units, reducing their 'Normal Attack' damage; slight d.o.t.



Imperial Signet Debuff's all oponent Cannon units, reducing their 'Normal Attack' damage; slight d.o.t.



Notes

A decent unit. Ranged units are the powerhouse of damage in Atlantica, so keeping them alive is essential. She can help increase their life span, and that of your overall team by reducing your oponent's ranged unit damage.



Oracle

*Can be hired at level 76*

Str: 170

Dex: 150

Def: 250

Int: 250

Vit: 170

M.Def:500



Skills

Healing Blessing of Life on steroids.

Vortex An A.o.E Attack, can deal decent damage at high levels ***Combo's with Lady Knight's Light Slash***

Seth's Will Brutal will on steroids.



Notes

Until 76, you'll be kissing your Shaman's feet after some battles, however once you get an Oracle you can hand a pink slip to you Shamy and let her collect unemployment. Oracle's are amazing support units, absolutely no reason to not switch your shaman for one.







Axe Units



Viking

*Can be hired at level 20*

Str: 330

Dex: 110

Def: 280

Int: 140

Vit: 310

M.Def:-50



Skills

Freezing Axe Freezes target units (1 at first, an entire row after upgrade). Unlike Stun, the frozen units still generate AP each

turn. Freeze lasts for 2 turns, and at a high level it decreases their DEF/mDEF and Vit. Highly effective for disabling an oponent.



Deadly Strike Delivers very heavy damage to a single unit, however it requires alot of AP.



Notes

Vikings are actually mid line units. Though they have amazing health, their Def/mDef makes them run when a mouse passes by. Very useful at lower levels, but should be replaced after 50/60.



Beast Trainer

*Can be hired at level 44*

Str: 280

Dex: 170

Def: 800

Int: 160

Vit: 290

M.Def: 175



Skills

Beast Summon Summons creatures (Foxes default, Various others available through mob drops and market; which can be used at different

levels) that hit every enemy unit. Decent A.o.E. to finish creatures off.



Notes

Great, great, great unit. She has great defense, and attack to boot; and she combos fairly often. Though her skill is useful, it is almost always better to simply use her normal attack; unless many enemies are barely hanging on to their life.







Spear Units



Spearman

*Can be hired at level 1*

Str: 310

Dex: 210

Def: 330

Int: 120

Vit: 240

M.Def:-110



Skills

Lightning Spear Reduces up to 2 units (in a column) AP.



Deadly Strike Delivers very heavy damage to a single unit, however it requires alot of AP.



Notes

Spearman are fantastic units, and it may be suprising, but they are also designed to be mid line units. They can multiple enemies in a column, instead of a row, which is a very useful tool in PvP. Their Lightning Spear (some say it was bugged during cbt) is not effective in preventing a unit's turn if that unit has a decent AP regen. The only way to surely stop that turn from coming is using 2+ Lightning spears on the same unit in one turn.



Spartan (NOTE: Use Shield + Spear)

*Can be hired at level 100*

Str: 341

Dex: 220

Def: 363

Int: 122

Vit: 244

M.Def: 100



Skills

War Cry Debuffs entire enemy formation (Little information until obt)



Notes

Said to be the absolute best deffensive unit in the game once upgraded.







Gun Units



Gunner

*Can be hired at level 1*

Str: 150

Dex: 220

Def: 180

Int: 220

Vit: 170

M.Def:225



Skills

Wild Shot Deals very good damage to an entire column



[Deadly Shot Delivers very heavy damage to a single unit, however it requires alot of AP.



Notes

Absolutely fantastic unit for PvP. The ability to heavily damage a column instead of a row makes it very difficult for the oponent to recover from. They are also wonderful units to stun with, since their normal attack, which hardly misses, hits three at a time.



Inventor (NOTE: Can Use To Search Bots)

*Can be hired at level 84*

Str: 160

Dex: 240

Def: 200

Int: 275

Vit: 190

M.Def: 400



Skills

Summon Machine Similar to a Beast Trainer's Beast Summon, they can summon the aid of machines to damage your oponent. Unlike the

creatures a BT summons, the machines can be made by crafting; they can also be purchased on the market.



Notes

Great Gun Unit. Good Defense/mDef and very useful. (Little information until obt)



Janissary

*Can be hired at level 96*

Str: 157

Dex: 247

Def: 198

Int: 225

Vit: 173

M.Def: 225



Skills

Shooting Stance Damages a single unit very heavily.



Notes

Deals more damage than an Inventor. (Little information until obt)







Bow Units



Archer

*Can be hired at level 1*

Str: 160

Dex: 220

Def: 180

Int: 230

Vit: 140

M.Def:250



Skills

Silence Prevents an entire row from using skills for 2 turns; slight d.o.t.



Deadly Shot Delivers very heavy damage to a single unit, however it requires alot of AP.



Notes

The most useful unit for ending a fight quickly. They take the amazing damage of a swordsman and are able to strike any unit in the formation. A group of Archers can down a boss or oponent's main unit quite quickly. Their silence ability is also one of the most useful skills in the game.



Prophet

*Can be hired at level 70*

Str: 170

Dex: 210

Def: 200

Int: 240

Vit: 190

M.Def: 450



Skills

Concentrate Increases physical damage, accuracy, and slightly heals, your melee units every turn.

Shattered Sword Debuff's all oponent Sword units, reducing their 'Normal Attack' damage; slight d.o.t.

Broken Spear Debuff's all oponent Spear units, reducing their 'Normal Attack' damage; slight d.o.t.

Rusty Axe Debuff's all oponent Axe units, reducing their 'Normal Attack' damage; slight d.o.t.



Notes

She is a very useful unit that can help your frontline make a lasting impression before they bite the dust. She is also very useful in PvE, since most units fall under the category 'Sword/Spear/Axe', even if they dont use weapons. Not only that, but she's an archer XD, which means being able to hit your oponent's main unit every turn; a key to winning any battle.







Cannon Units



Artilleryman

*Can be hired at level 30*

Str: 200

Dex: 160

Def: 200

Int: 220

Vit: 210

M.Def:275



Skills

Deep Insight Reveals the HP of your oponents formation (First works as cross, than entire formation); slight d.o.t.

Deadly Shot Delivers very heavy damage to a single unit, however it requires alot of AP.



Notes

Very useful for stunning your oponent. Though their damage is quite small, they can hit up to 5 units, and d.o.t. an entire formation.



Cannoneer

*Can be hired at level 87*

Str: 230

Dex: 190

Def: 220

Int: 240

Vit: 225

M.Def: 280



Skills

Smoke Bomb (Unsure how many units this skill effects, assuming it works like Deep Insight) Lowers target's attack power and accuracy.

Atlantica Guarding Guide

As many might have noticed, you are able to shift turns to other people in your party if their AP (Action Points, the Green Number by their feet) is over 100. Due to how the multi-mercenary system works in this game, you're allowed to have a total of 9 mercenaries at any given point (supposing you're over level 50). In this game, your first turn you can control 1 mercenary. The following turn, 3. The next turn, and for every turn thereafter, you can control a random 5 people. These conditions aside, allow me to remain on topic and explain how guarding is just an effective strategy as playing the right moves.



As you may have noticed, some mercenaries are "Greyed" out, meaning they weren't randomly selected the turn to do anything. Just because they are "Greyed" out does not mean you can't use them - this is a common misconception. If their AP is on/over 100, you can effectively "Guard" out of a "Green" mercenaries turn to turn another Mercenary from "Grey" to "Green," enabling you to use them. From what I've noticed and from personal experience Guarding not only benefits because you switch to another mercenary you want to use, but the other mercenary is in a "Guarded" stance, allowing extra defense and making them take less damage from direct hits.



Allow me to give a visual of what I have stated:



Merc A (98 ap)----Merc B (120 AP)----Merc C (101 AP)

Merc D (159 AP)----Merc E (88 AP)----Merc F (115 AP)

Merc G (-28 AP)----Merc H (133 AP)----Merc I (180 AP)



Taking into consideration the "5 Mercenaries" a turn rule, let us assume they gave us control of B, C, D, F, and H. However, since Mercenary I has the AP needed to move and/or use magic, you could guard on any one of the aforemention mercenaries to shift their turn to Mercenary I. For the sake of Arguement, let us say we guarded on Merc F. It transfered his turn (not his AP mind you, people get confused on this part) to Mercenary I because he had the needed AP to act, in effect "Greying" out Merc F, and "Greening" Merc I.



This can be applied to any mercenary over 100 AP, like I stated. So lets assume Merc I, who we'll say is a healer, needs to heal Merc A because he is damaged, but he didn't get randomly selected this time (even though his AP is over 100) - this does't mean Merc A has to die. Oh no! Not at all. Simply guard on either B, C, D, F, or H -thus "Greening" Merc I and allowing you to use the heal spell on poor Merc A.



Also, please keep in mind you cannot re-guard a turn back to a guarded character - Unless after guarding they still have 100 or more AP. Guarding itself takes 50 AP!



In my opinion, guarding right, and using the [D] key to move your guys around in battle is as important as your formation and how you attack the other person. This tends to be more true in PVP, because you're fighting another human element who also knows these tricks of the trade - and they will use them, a lot.



I hope this helps out the few still curious about how this all happens. Happy Hunting, and remember - Being Smart in battle is key to victory.



*Edit - Even I'm human, and make mistakes. Cynic is correct in saying the highest 5 AP mercs get selected every turn, and that you will always "Green" down the line of Ap. If two mercs have 200 each, and you guard on one, it'll go to the other 200 AP merc before it goes to a 190 merc. Keep this in mind!



**Edit: E-sildur was nice enough to contribute that you cannot re-guard back to a "willed" character, be it Brutal Will or Seth's will. The willed characters need to be selected at the beginning of the turn to be usable. Trying to guard to them will only end in failure. Thanks for this addition! Nice to know information.

Atlantica Enchanting and Enhancing Guide

Today, we'll discuss Enchanting and Enhancing, two important features in Atlantica. Through these two selections, one is able to enchant or enhance an item to make it more potent and helps cut down on the need to frequently upgrade gear.



First, we'll talk about "Enchanting"



Enchanting takes place when one has two items of the same quality (note, quality used in this context means the "plus" on it, being either a normal 0, +1, +2, all the way up to +10) and some weapon, armor, or accessory enchant stones. Enchanting is a very easy thing to do; you simply right click on the stones in your inventory and a pop-up window will display three empty slots. One is the item, the second is the sacrificial item, and the third is the needed materials, or in this case enchanting stones (weapons, armor, or accessory again). When all items are obtained, you can click the "auto" button on the pop-up window and it'll throw in the enchantable items and fix the materials needed to enchant it (in this case, we'll use spirit armor so we need armor enchant stones) in the window. Also, if you feel like doing it by hand, you can select the items, although auto is there so we can be a little lazy



By clicking "Enchant" it will bring a progress meter up showing you the item enchanting, and when it finishes it brings up a message saying it has been enchanted into a (+X) where x is the number of the "plussed" item. Two normal pieces will enchant into a +1. Two +1's will enchant into a +2 - so on and so forth all the way to the maximum of +10. There is a nifty feature built in, that will sometimes produce a greater result then what you expect. By this, I mean you can potentially enchant two +0's into a +2 and beyond instantly. I myself have did this one time and got a +4 Dark Knight's axe from two normal Dark Knight's Axes and got a server message (it was cool!) So there's always something to cross your fingers about.



However, the stones needed to enchant it will always remain one ahead of what the item you're plussing is. Enchanting two normals requires 1 stone, enchanting two +1's will require 2 stones, enchanting two +3's will require 4 stones, and so on and so forth. Enchanting never fails from what I gather, and I've never see it fail personally, so I doubt it can. This is the most common method in Atlantica to obtain better items. When you "enchant" something, it melds some of the items stats together to produce a higher quality item. Also remember, use corresponding stones, weapons for weapons, armor for armor, accessory for rings.



Think of enchanting like fusing items - they grow in potency, but they don't compound exponentially (meaning two +1's into a +2 won't do double the damage) but it will amp up the damage noticeably, as well as stat bonuses, evasion ratings, and defense (such as on armor). I recommend enchanting over buying whole new sets, as constantly gearing into +0's (normal items) doesn't always make it worth spending the money - just keep compounding on the armor. Heck, some of my frontline tanks at 62 are using +8 rakshasa stuff (level 25). Enchanting is very handy for this!





Next, we'll talk about Enhancing.



Enhancing is different from Enchanting insofar as you do not need an equivalent sacrificial item to enchant it, but with enhancing comes a 50% risk (I've heard it was lessened, but I'm skeptical) of failing and breaking the item. Enhancing comes from Vulcanus in Rome's Bazaar district - but the stones you need to Enhance are different, and are even called so (weapon enhance stone, armor enhance stone, accessory enhance stone). Note that if you do not have Rome's map information, there golden arches on the right hand side of the screen denoting Rome's districts - Plaza, Bazaar, etc. Vulcanus is in the bazaar, hang a right after you teleport in.



The "it will require always 1 extra stone ahead of what you're enchanting" rule still applies here, so enhancing to a +1 takes 2 stones, +2 takes 3, etc. Be forewarned that the breaking percentage I've experienced like mentioned is close to 50%, if not a little under. I probably just have crappy luck; but I've managed to break more things then enhance. What I do sometimes is "Enchant" it to a +whatever so it doesn't fail, and then when it hits what I want it to (usually +4 to +5) I go to vulcanus and try my hand at enhancing it to the next level. I never chain enhance, because one time I tried and it backfired on me horribly - then again, like I said I might have bad luck. Also, the same thing that applies for enchanting applies to enhancing - you can get an unexpected result. My friends have enhanced to a +3 before with a normal item and boy was I jealous



But, with enhancing comes the thought of not needing an exact copy of "quality" and type of item to enhance. This is why people love Vulcanus, because he allows you to try it with only one item. It's a really pick your poison type thing; spend a little more cash and be positive, or risk it all to hit it big without dropping dough on more items



I've had a lot of my mentees ask me to write a guide here so they can check it out, so by popular demand I decided to a small write-up.



**Credited to Muiramir, he added ALL of this and thanks are due! Here's the skinny:



* In the current game (Open Beta), there is a more significant jump between Spirit and Sea items than for many of the other levels; the rate of increase (slope) for Spirit is also fairly weak. It is probably more effective to hold off heavy enchanting until you are past Spirit.



* On average in the mid-range at least, a level X item from normal boxes at +Y tends to be *very roughly* equivalent to a Level X+10 item from normal boxes at +Y-1. For example, the average damage output from a Level 15 Deep Sea Bow +2, a Level 25 Ogre Bow +1, and a Level 35 Assassin's Bow +0 are about the same. I recommend looking up exact stats, but as a rough guide it is useful to plan your purchases and enchanting. If you keep good notes, you will realize that the increases do follow a series of formula, and you can predict quite accurately the stats for items you haven't seen yet.



* Once you get past the Beginner Enchant stones (and boxes), the cost for the stones becomes important. Currently, a (Beg) box seems to be running around 800, while an (Int) box seems to be running around 8,000; this is a pretty harsh factor of 10 increase. Consider that a +10 item not only requires 1,024 base +0 items, but 2,036 stones. I expect the cost of the higher boxes / stones may go down some as the game matures, but how much is an open question. In combination with the above, this leads to it generally being more effective to keep enchanting the items just before the break. A +4 Ogre Bow is more effective in every way than a +2 Assassin's Bow, but usually cheaper to buy or make, and you can start using it ten levels sooner.



* Partly to counter the above, higher bonus items have additional limitations. At some point (around +5 for low-midrange items at least), they start having a Durability stat, which gradually goes down with use to represent wear and tear. Note that using enchanting to combine items not only usually increases the max Durability, but resets it to the (new) max. Items you buy at the market may not have full Durability left, buyer beware. The various Repair stones can be used to restore I believe, but I've not experimented with that; at lower levels it's usually more effective to just enchant it to the next level.



* At even higher levels (+7 or so), items you enchant will be "sealed", with the numbers in red when you mouse over them. In this state, they can be sold, traded, etc. but not used. Equipping the item will give a prompt about breaking the seal; once you do so, you can use it, but no longer sell, trade, etc. I believe that enchanting again to the next level will re-seal, but I'm not sure about all cases.



* At the max enchantment of +10, you no longer have to worry about Durability.



* In addition to all of the above, there are currently PvP limitations on max bonus. I believe this is currently +4. If you are really serious about PvP, you will probably end up spending significantly more money to keep upgrading your team's equipment to +4 of whatever your current level's equipment is. Still, do the numbers; try and upgrade the items that give you the most effectiveness for your gold first.



If I missed anything you guys feel needs added, please post here with comments! Thanks!



Happy hunting!

Wednesday, March 4, 2009

Atlantica Crafting Guide

Atlantica Crafting Guide


There is alot of things to think about when you start crafting items. You must think about the long term of your crafting ability. Things like, will i craft certain weapons? will i craft rings? what is most profitable crafting item to sell? and there are many more things to ask. I will try to simplify it for you though. Have you thought about your final formation? That may determine your your crafting desires. You can craft as many and whatever you want but focusing on 1-3 abilities is recommended. Before you start crafting these are the questions you need to think about when starting a crafting career. Obviously whatever lineup you have chosen will have in most cases multiple weapon types and most definately armor types. At higher levels your gears are craft only so getting a high crafting level in what types of gears you need is a good idea!


Atlantica Crafting Guide


Most Profitable Crafting Types!


Some of the more profitable types of crafting are RINGS and CRYSTALS especially early in the game. I have made millions selling rings and crystals for 20k and 100K+ respectfully. And it only really takes maybe 15-30 minutes to create a batch of 15 and either sold or enchanted for higher level and equip on your mercs or hero. If you are going to be a ring crafter its a great idea to be a crystal enchanter. You cannot enchant rings without certain crystals. And as far as i know crystals are very rare and i wonder if they even drop at all. So as you can see people have no choice but to buy at the market which equals you a ton of money!


Most Profitable Atlantica Crafting Types


Above picture is a skill trainer, once you get to the point where you can upgrade your skill will turn orange. You then can come to this trainer and upgrade your skills to the next level or several levels depending on how many points you have accumulated. The more levels you upgrade the higher level items that you can start crafting. Skill trainers only allow you to upgrade to level 10 where you will then have 2 other options to continue upgrading your craft level.


Learn from other players (recommended)


You can find crafters of higher levels on the community craft list or by shouts in game that are constantly being sent by others. You have the ability to teach skills to others also by shouting in the world chat also. High level crafters will get bonus points for teaching your crafting levels and you will also get points for teaching others also. This is a win win situation for everyone. When you find someone that you want to teach crafting or you want to learn crafting from you must be lower level than them. If this is the case then you can add them to friends list and they/you can click actions in the whisper window of your newly added friend and click actionis—-> share info. Then you can locate what you want to teach or the other person will find what you need to learn and then share the information with you.


Atlantica Crafting Guide


Wandering Crafting NPC's (Last Resort)


There are wandering npc’s that you can learn skill levels from. You will have to pay money for each upgrade from them which becomes very inconvenient if you have alot of levels that you need to upgrade to. Another inconvenience is that its very difficult to locate these ncps much less the one that you need to find for your particular craft upgrade. If you are the highest level in the game for a certain area you are limited to upgrading your craft this way. But more often than not you will not be and you can upgrade free and easy from someones elses work. Once you hit level 10 go out there and start teaching crafting to gain points… use world chat as much as you can also, it only costs 1k gold so its cheap!


Wandering Atlantica Crafting NPC's