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Atlantica Online Guides : Mercenaries Stats Guide : Atlantica Online General Discussions

Posted: January 13th, 2010, 11:25 pm
 
mickeyyoung

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Joined: January 13th, 2010, 11:03 pm
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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)




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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.


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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.


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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)


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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.


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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.

Notes
Much more powerful than an Artilleryman

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Last edited by mickeyyoung on January 25th, 2010, 10:31 pm, edited 1 time in total.

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Posted: January 16th, 2010, 8:07 am
 
Tault_admin

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Joined: November 9th, 2002, 9:57 am
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Can members say yay or nay to this so we may give tu bucks and/or premium. If you nay the submission remember to include as to why.


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Posted: March 11th, 2010, 10:22 am
 
steakday

Total Posts: 7
Joined: March 2nd, 2010, 7:59 am
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yay as a basic guide on mercenaries but there isn't enough information on the late game mercenaries, which is most important as most people start building their crew around what their final goal is. But nevertheless, still informative and useful.


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