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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.

Atlantica Pointry Point Exchange

Anyone else sick of having to head to Rome to figure out what you can buy with your points? Here's the list of what Pointry offers currently (as of 11-24-2008). Pointry is located in the Bazaar in Rome - he's to your right when you teleport into the Bazaar. He's a rabbit.



To get each type of points:



Guild Points - only usable by the guild leader, you get these by attendance, owning a town, doing the training center, finishing a guild dungeon, guild crafting, and guild operation text books.



Battle Points - gotten by doing the Free League and Weekly Championship



Fishing Points - gotten by trading in fish to Albert on Hainan island.



Riding Points - gotten by trading in permanent horses to Collector Ahammad by Baghdad. You lose the horse.



Referral Points - gotten by having someone mark you down as their referrer when they log on for the first time. You get points every time they level up until level 50.



Mentor Points - gotten by mentoring someone, you keep getting points until level 50. Devs say they'll be adding stuff for mentor points someday.



If there's no number in quotes after the item, it means you only get one of them for that number of points.



Pointry Point Reward System



Guild Points



Snake Scale Key - 200

Key of Lunacy - 500

Chaos Key - 5000

Earth Element (6) - 100

Sea Element (4) - 100

Accessory Enchant Stone [Beg] (4) - 100

Accessory Enchant Stone [Int] (4) - 300

Accessory Enchant Stone [Adv] (4) - 900

Guild Operation Text Book - 550



Battle Points



Frozen Savior's Equipment Box - 5200

Frozen Defender's Equipment Box - 5200

Frozen Destroyer's Equipment Box - 5200

Conqueror's Equipment Box - 4800

Volcano Valley Equipment Box - 920

Shogun's Equipment Box - 400

Pyramid Equipment Box - 120

Babylon's Equipment Box - 64

Bran Castle Equipment Box - 12

Insect Equipment Box - 7

Angkor Wat Equipment Box - 3

Sea King's Equipment Box - 1

Warrior's Sign - 25

Still-Beating Heart - 50

Gilgamesh's Sword Shard - 100

Power Up License (20 hrs) - 50

Merc. Room License (7 days) - 500



Fishing Points



Powder of Life (10) - 50

Powder of Spirit (10) - 70

Powder of Soul (10) - 100

Accessory Enchant Stone [Adv] - 100

Tears of the Abyss - 100

Still-Beating Heart - 100

Gilgamesh's Sword Shard - 200

Gold Dragon Scale - 200

Albert's Fishing Tackle - 1000



Referral Points



Ornate Treasure Map - 25

Strength Refund Vial - 75

Intelligence Refund Vial - 75

Dexterity Refund Vial - 75

Vitality Refund Vial - 75

Tears of the Abyss - 100

Small Marionette - 500

Health Check License (7 days) - 1000

Auto-Battle License (7 days) - 1500



Riding Points



Hackney - 140



Mentor Points



None yet

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)