PvE
Jackpot: How to use it to make cash
Posted 08/04/2009 - 20:54 by evantide1
What is the Jackpot System?
- Jackpot license, which can be purchased at fixed price from market, will activate the Jackpot System.
- While under the affect of this license, all your loot items will be accumulated into an item obtain window. In this window, you can press two buttons: Collect all or Jackpot challenge.
- Collect all -> you just obtain your items into your inventory
- Jackpot Challenge -> you can select an item. After you have selected an item, if you click on the “Jackpot Challenge” button, you can acquire the item that you have selected as a bonus.
- Depending on values of sacrifice items, you can obtain extra amounts of the selected item.
- If you don’t have enough inventory space, the items will be mailed to you.
- Maximum number of obtaining items is 99,999 even if the value of the sacrifice is greater.
- Maximum number of items in Jackpot menu is 12 and maximum amount per item is 10,000. If you go over the maximum amount, item will go into your inventory.
- Quest items and few other items will go into inventory not in Jackpot window.
How to Start:
Go to Town>Market and type in Jackpot. Buy the license and use it with your main character. You can now use JP for the next 24 hours.
Jackpot License [BEG] = 30,000
Jackpot License [INT] = 300,000
Jackpot License [ADV] = 1,800,000
Jackpot License [PRE] = 3,600,000
Beginning Steps:
Essentially, you must first experiment. Grind on a mob and JP every item they drop. After writing down the amounts for each item, go and check the market prices for all the items. Then stock up your JPs. Grind a long time and store up the items.
Like say I want Big Slabs of Lumber. I'll stock up loot like crazy and wait. The item amount generated seems to depend on 2 factors. The amount of the item I'm trying to JP for and the amount and quality of the other items in JP. If there are equip boxes, you'll gain much more than if there were only other items.
Those are the basics to making money with JP.
Items that you can not Jackpot:
- Mercury
- Hades' Crystal
- Secret Material Chest
- Bonus Monster drops, i.e. Old Treasure Chest
- Keys
- Quest Items
- Dragon God's Wishstone
- Red and Blue Enchant and Crystal Boxes
- 7 Day Merc. License
- Independent/Guild/Nation Dungeon reward boxes
- Special boss drops, i.e. Three Headed Dragon Ring, Hydra's Poisonous Gland, Fallen Power Ring, etc...
- Ind 90 Water Dragon Scale
- Ind 94 Insect Shell
- Ind 98 Dust of Death
- Ind 101 Torn Page
- Ind 105 Poisonous Fang (Very server dependent)
Some in-depth info:
Every item also seems to have a pre-determined value. When that item is JPed, it uses the value. The lower the value, the less it contributes when you JP, but, if it's value is low, you'll also gain many of that item if you JP. High value items have high numbers, so they help generate a lot of items, but they also need a lot of sacrifice items to make. The predetermined values do not correlate to market prices in any way.
There is also a random multiplier in game. All jackpots will give the same amount of items, if you ahve the exact same materials, but there is a random multiplier that will either decrease your over-all value or significantly increase it. This multiplier ranges from 10% to 200%. In other words, you can gain only 1/10 of the items you should be getting or 2 times the amount you're supposed to get.
The basic thing to avoid is trying to get equip boxes with JP. You'll usually lose out. If you want to gamble for equips, it's best to fight at least 10 times and JP it all at once rather than JPing it one by one.
An almost Universal truth for the JP system is that if the item is bad to JP, then it is good for sacrifice.
Jackpot box hunt for lvl 90+:
The orginal version is Yukachan's from AOP. I have edited and added revisions to improve upon it with the help of others.
The Ideal Jackpot Menu:
1. Item of choice to JP
2. Divine
3. Freezing
4. Conqure
5. Volcano
6. Shogun
7. Osiris
8. Pyramid
9. Babylon
10~12. High Materials (Nix Feather, Hero's blood, etc)
Lower Tier boxes can be replaced with better craft materials, but that's up to your discreation.
First, make sure you turn off the auto-search bot by going to Game>Character>Effects>Disable effect.
Let's say you are looking to farm Giant Crystals. You will be using single loot only, so do not use 'All Search' or click 'X' while doing this.
- 1. You'd go to Mohenjodaro Graveyard.
- 2. Get a Giant Crystal in the first three slots.
- 3. Unless there are only boxes, jackpot the Crystals or other stuff and continue until you get a Giant Crystal.
- 4. Leave the Dungeon.
So at this point you got 1 slot used for Giant Crystal.
Now, the next thing to get are the lower tier boxes. Conqueror or higher is left untill the end because the bosses you'll hunt for them drop boxes at 100% rate. The lower tier boxes are also hunted first because no monster will drop them 100% of the time. You'll need room for error, so that's why you go after them first.
Each of the monsters listed will drop the desired box at either a High or Very High rate. If you get too much junk before you get the box you want, it's better to cut and run to get the Conqueror or higher boxes rather than farm out the rest of the lower ones.
Monsters to Hunt for Each Lower Tier Box:
5. Volcano - Salamander @ Salamander's Nest (Solo)
6. Shogun - Dark Crystal Safeguard @ Bloody Moat (Mini-boss), Executor Tianus @ Bloody Moat and Garden of Withered Flowers(Mini-boss)
7. Osiris - Slave General @ Red Machine Shrine (Mini-boss), Hell's Watchdog @ Valley of the Kings 1B (Mini-boss), Silent Cannoneer @ Valley of the Kings 2B (Mini-boss), Cursed Mummy @ Red Machine Shrine (Mini-boss)
8. Pyramid - The Ind dungeons will likely provide this. I ahven't be able to find any mobs that drop this at High rate, so if there are any, please message me about them.
9. Babylon - Stigmatized Queen @ Stigmatized Palace of Dreams in Snake Shrine Guild Dungeon (Mini-boss), Iron Doll Reaper @ Great Plaza at Hanging Gardens (Mini-boss), Lion King Komareo @Eastern Region at Hanging Gardens (Mini-boss)
So there's a lot of lee-way in what boxes to get. You have around 3 empty spaces that you can fill w/ junk if you manage to get each one of these boxes. The most important thing to remeber is to keep the last three slots open to get Conqueror, Divine, and Freezing.
2. Divine - many 115+ boss drop these 100%, the weakest one is Tlaltecuhtli King @ Tlaltecuhtli King's Throne (Solo) lvl 106 req
3 & 4. Freezing & Conq - Sedna @ Heart Of Adlivun (Solo), she drops only 2 of these boxes, keep farming her until you get both in. Alternatively, Machine Gun Brooks # Secret Office (Solo) also drops the same 2 boxes, but he also has a chance to drop Enchant [Pre] boxes. If you go after Brooks, make sure to have 4 spaces clear instead of 3.
Now have fun farming for even more boxes for sacrifice items.
Some Good Items to Jackpot:
This list will not be 100% accurate because it is largely server dependent. If you have any good jackpots, please post them and I will add them to this list and give credit to you for your contribution.
Good Places to Jackpot:
Arranged in no particular order.
Ind Dungeon 90: Forbidden Abyss
Ind Dungeon 94: Arachne's Nest
Ind Dungeon 98: Hypogeum of Death
Ind Dungeon 101: Sealed Tower of Darkness
Ind Dungeon 105: Lerna's Labyrinth
Goonzu World
Valley of Oblivion
Alcatraz Prison
Gold Dragon Cave
FAQ
1. Do the items in the Jackpot menu stay after the License runs out?
-Yes, the items stay in the menu and will remain there until you Jackpot them. No new items will be added to the menu. You can purchase a new license to allow more items to enter the menu.
2. Do upgrade Crystals Jackpot well?
-Yes, Giant Crystals and the like Jackpot well. 4 Volcano Valley Box and 1 Conqueror Box typically give 150 Giant Crystals.
Tips and Tricks:
1. Items from treasure Chests are Jackpottable, i.e. Growth Vial [ADV], Gilgamesh Sword Shard, and Still Beating Heart from Ornate Treasure Maps can be put in the Jackpot menu.
2. Store up items. If you JP immeadiately after a fight, you'll make significantly less than storing up items before JPing.
3. If you're a high level, then Goonzu World and the ID dungeons will give you many boxes for your Jackpot menu.
4. Jackpot Menu manipulation Trick
- Party up and set loot to leader.
- Look up all possible drops that can go into the JP system for the area you're hunting at.
- Fill up the party leader's inventory.
- Make sure the items in the inventory are the loots you don't want from the area you're hunting in.
--Example: I'm hunting silk, but the mob I'm hunting also drops leather. The mob only drops those 2 items. The party leader fills up his inventory completely, but makes sure he puts leather in one inventory slot and makes sure he has no silk in there. Now, whenever we party fight and loot, he'll get every other item, but I'll get all the silk. - Go hunt for your items.
-Basically, an easy, but time consuming, method to make sure you fill the JP with only the items YOU want. Also annoying because you must actually find out what items and mobs are in one specific area and must correctly pack the Leader's inventory with all the drops you do not want and pack his inventory to FULL. I've done this to get Dragon Crystal in first slot for JP and fill up the other slot with boxes and other valuables from Goonzu World, all while filtering out the crappy stuff.
Credits:
From AOP:
Muwing Admin for helping me format.
Yukachan for letting me use her Box hunt guide as a basis for my version of it.
Coriolis for reminding me to add stuff.
Armenius for reminding me about Mercury.
From Atlantica Online Forums and in-game:
DemonSkye for making the Jackpot rate and the unjackpottable list.
Harri for finding the patch notes that I used to explain Jackpot.
JeremyR for telling me that Treasure chest items can go into the Jackpot menu.
chocomog4000 and nOOblet for telling me about Hades' Crystal.
Harri for finding more mobs to get easy boxes from.
woodfly2 for telling me about more bosses to get boxes from.
Bluesi and Atomic for giving me an alternate method for better Jackpotting.
Organizing a succesful Alcatraz Prison run
Posted 08/03/2009 - 07:48 by WilliaM
Alcatraz requirements :
- 3 Attack teams
- Minimum 30+ people
- Minimum level 97+
- Formation : 6 Mercs + Main
Alcatraz Strategy :
The nation gate (X) is in the middle of the map, it is very important that everyone (not including attack teams) rush to the middle of the map and start defending the nation gate. How? By killing all the mobs around the gate. If a mob manages to engage the gate, join the gate battle as soon as possible. It is extremely important that you join the gate battle as fast as you can because Alcatraz gates aren’t that sturdy, once most of the mobs are dead in the gate fight, start stalling the fight so the people fighting around the nation gate have time to clear the gate area of the remaining mobs.

As you can see in the picture above, Alcatraz has 3 enemy gates (X). Hence the 3 attack teams. The 3 attack teams have to kill the enemy gate asap AND leave at least 1 or 2 towers alive. Why? Because you need time to clear the cellblocks. What are cellblocks? Cellblocks give out books and extra boxes. 4 Cells give out books, 2 cells give out 40 boxes each (More info below). In my opinion, skipping the cellblocks isn’t a good idea, because the Al Capone floor is very hard without the books.
IMPORTANT : Leave at least 2-3 towers alive. If people happen to run into the towers, tell them to run. It is extremely important that you keep those towers alive untill all the cellblocks have been cleared.
Concerning those towers. Kill all the mobs on the first floor, but leave a few towers alive. Towers do not move, so they cannot attack your gate. Which means your free to start clearing the cellblocks without having to worry about your nation gate getting engaged. Its better to leave a few towers alive because people tend to run into them whilst switching jail cells. Auto move is really retarded in Alcatraz if you switch maps.
Now, once the first map is cleared, here’s what I do. I order 5 guilds into the A1 cellblock, the other 5 guilds in the A2 cellblock (depending whether the amount of people is even, so they clear the cells at the same time. If the amount of people isn’ t even then I put 6 guilds in A1, 4 guilds in A2, etc etc). Once A1 is cleared, send the people from A1 to A3. Once A2 is cleared, send those people to B1. Once A3 is cleared, send them to B3. Once B1 is cleared, send them to B2. Every time you clear a cellblock you will get a message in your Nation chat.
So basically, make sure you complete 2 cellblocks at the same time to save time (Alcatraz only lasts for 1hour30min). This strategy is ok if you got around 50 people, if you got less, it might be better to clear the cellblocks 1 at a time.
- Cellblock A-1 gives out : Prison Officer Regulations I (Book)
- Cellblock A-2 gives out : Prison Officer Regulations II (Book)
- Cellblock A-3 gives out : Prisoner Officer’s Safe x 40
- Cellblock B-1 gives out : Prison Officer Regulations III (Book)
- Cellblock B-2 gives out : Prisoner Officer’s Safe x 40
- Cellblock B-3 gives out : Prison Officer Regulations IV (Book)
(Only king gets those books and boxes)
Once all the cellblocks are cleared you should have around 30ish minutes left for the Al Capone floor (Solitary Cell of Al Capone). But before you go there you need to kill the remaining towers. Once the towers are dead enter the Al Capone floor and use the 4 books.

It is very important that you DO NOT stay behind the nation gate (X) on the Al Capone floor. Move infront of the nation gate as soon as possible. Why? Because your nation gate is EXTREMELY fragile on this floor. If your gate gets engaged on the Al Capone floor, there is a VERY high chance that you will fail Alcatraz. So this is why you DO NOT stay behind the gate but move infront of it and stop the incoming mobs from engaging your gate. The camera can be very annoying here so use wasd keys to help you move infront of your gate.
There are no enemy gates on this floor. There are a few mini bosses on this floor which aren’t that hard to kill. However, even with the 4 books used, Al Capone (X) can still be abit tricky so order your best team to kill him.
And that’s it lady’s and gentlemen, you have succesfully completed Alcatraz Prison.
Please note that this strategy is based on my own, other kings might run Alcatraz differently.
Additional Information : Alcatraz mobs :
Central Block :
- Apprehended Prisoner
- Bound Prisoner
Cellblocks :
- Apprehended Prisoner
- Bound Prisoner
- Sedated Nurse
- Hallucinating Nurse
- Stray Watchdog
- Contaminated Prisoner
- Trained Watchdog
- Alcatraz Psychic
- Alcatraz Prison Guard
Solitary Cell of Al Capone :
- Alcatraz Psychic
- Awakening Pelican
- Splendid Flyman
- Parasitic Centipede
- Al Capone
xXWilliaMXx / WillyBear from Myc server.
Organizing a successful Ghost Ship run
Posted 07/18/2009 - 14:19 by WilliaM
Ghost ship Requirements :
- Minimum 3-4 attack teams, minimum 1-3 defense teams (depending on how good your defense teams are)
- Minimum 20+ people
- Minimum level 95+
- 6 Mercs + Main
Attack teams : 1-3 people (high level’s) who can take down enemy gates without killing the 2 towers.
Defense teams : 2 people who defend the nation’s gate (and join gate fight if its engaged).
Concerning gate defenders : Try not to get engaged, don't attack mobs right infront of the gate. Wait untill the mob engaged your gate, then join the gate battle. Kill most of the mobs and start healing gate. Stall the fight untill the gate area is cleared.
Ghost Ship Strategy :
Send your attack teams to kill the 1 enemy gate in Ghost Town (the enemy gate is located at the north part of Ghost Town, over the wooden bridge) (X), also send your Defense teams to Ghost Town because that’s where your nation gate spawns (the nation gate is near Ghost Town portal – up the stairs) (X).

Rest of the teams should kill Octopuses in Pirate Ship’s Grave. Make sure you check everywhere in Pirate Ship’s Grave for octopuses cause they like to hide.
IMPORTANT : The octopuses must be killed first before Ghost Town is cleared !!!
IMPORTANT : Fake mobs !!! There are fake mobs in Ghost Ship. Fake mobs DO NOT contain a mimic. If you have patrol license, check the mobs before you engage them. If the mob doesn’t contain a mimic, the mob is a fake. Just ignore fake mobs. Fake mobs also don’t ambush you, so if you don’t have a patrol license and you are unsure whether it’s a fake mob, just stand close to it. If it engaged you it’s a real mob, if it doesn’t, it’s a fake.
IMPORTANT : If you die in Ghost Ship more mobs will spawn, so that’s why most nations put up a level requirement for certain nation dungeons. The usual level requirement for Ghost Ship is 95+.
Once Pirate Ship’s Grave is completed the King will receive a book called “Practical way to kill monster” in his mailbox. This book must be used in Damp Cabin in order to make the mobs easier. Damp Cabin can still be completed without using the book, but the mobs will be a lot harder.
Once the mob count in Ghost Town hits around 20 and if octopuses are dead, send your attack / defense teams to the next map (called Damp Cabin), so they can get into position. However, make sure the rest of the teams stay in Ghost Town to clear the remaining mobs.
There are 4 enemy gates in Damp Cabin (X), nation gate spawns near entrance again (X). If the 4 attack teams are in position before the enemy gates spawn, this floor should be cleared very fast. There are also 2 mini bosses (X) on this floor.
Next floor is pretty straightforward, 1 enemy gate in the middle (X), 4 towers around it. Send your attack teams to the middle to kill the enemy gate as soon as possible. Clear your gate area first (X), because there are a lot of mobs around the gate. Once the gate area is cleared, kill the remaining mobs on this floor.

The final Ghost Ship floor contains Davy Jones (can drop a heart, which is needed for the Sailor quest) and 2 enemy gates (X). Send 2 attack teams to kill the left gate and send 2 attack teams to kill the right gate. However, its quite hard to reach the enemy gates because there are a lot of mobs blocking the path, so send the remaining teams (not the defense teams) to clear the path to the gates for your attackers. Have a strong team ready to kill Davy, he’s quite tough.

And that’s it folks, you have completed Ghost Ship, I hope this guide has made it easier for you to organize and finish Ghost Ship.
Please note that this strategy is based on my own, other kings might run GS differently.
Additional Information : Ghost Ship Mobs :
Ghost Town :
- Forgotten Warrior
- Forgotten Wizard
- Ancient High Priest
- Forgotten Matriarch
Pirate Ship's Grave :
- Sandy Octopus
- Green Octopus
Damp Cabin floor :
- Ancient Beast
- Flying Fish
- Brutal Ancient Beast
- Forgotten Monster
- Glittering Flying Fish
- Red Flying Fish
- Ancient Slayer
Cabin of Endless Dawn :
- Sea Hermit Crab
- Sea Anemone
- Big Clawed Crayfish
- Mammoth Hermit Crab
- Wounded Crayfish
- One-eyed Obiten
Davy Jones' Locker :
- Forgotten Monster
- Mutated Sailor
- Cursed Sailor
- Forgotten Matriarch
- Ancient Slayer
- Deep-Sea Boatswain
- Incarnation of Davy Jones
- Davy Jones' True Form
xXWilliaMXx / WillyBear from Myc server
AP and Action Management in Battle
Posted 05/19/2009 - 04:41 by Lecaros
Hello and greetings to all.
This is my second guide, and I hope it will prove useful to the Atlantica community ;)
This guide focuses on AP and actions management in battle, and will cover up other additional things along the way.
I will also update the 'List of Actions and Their AP Cost' section from time to time.
I also hope that the tips and info from this guide will help you guys and gals battle better (both PvE and PvP) =)
p/s: I'm trying to simplify this guide to the best of my ability so that readers can easily understand the guide. Edits will be from time to time. Also, I'm not playing Atlantica while writing this guide due to the old age of my laptop. There will be some flaws and shorts of information. Sorry in advance.
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*INTRODUCTION TO AP (ACTION POWER)*
While many players just go around whack-and-hack-and-slash in battle, it is important to know that Action Power (or AP for short) is not something you just easily use without thinking or planning beforehand. Atlantica is a Turn-Based Strategy game, which means one who has better knowledge, tactics, planning and is more accustomed to his/her own formation, can perform better than his opponent.
p/s: Not boasting, but in Free League but I've beaten some lvl 90-ish when I was at lvl 70-ish. They had poor tactics and management, therefore I had the upper hand =x
Information on Action Power (AP) :
- AP is used to perform any action, ranging from Defending to casting skills
- AP is regenerated each turn. However, stunned characters DO NOT regenerate AP.
- ONLY 5 'green circles' will appear each turn. The 5 'green circles' will first go to the characters with HIGHEST Action Power (AP).
- Minimum AP required to act is 100. More about this will be covered in other sections.
- Passive skills (Protect, Shield of Protection, Speed Cast, Concentrate, Princess' Order, Mana Shield, etc.) do not require AP to be casted. They are casted automatically at the beginning of each of your turn. However they are not casted if the caster is silenced/freezed/stunned.
It is a good thing to always keep an eye on how many AP your characters have left. This is crucial for planning your tactics for the next turn. The last thing you'll want to happen to you is a 'GOGOGO MANA SEAL! EH? WTH? WHY CANT I SEAL HIM? SHIT, MY EXO HAS 40 AP ONLY!' scenario.Figures.
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*AP INCREASE AND DECREASE*
Naturally, every character will regenerate AP at the beginning of each of the player's turn. Contrary to most players' belief, being frozen (by Freezing Axe or Ice Ridge) DO NOT stop AP regeneration of the frozen characters. Stun is the only thing that stops AP regeneration.
AP regeneration varies according to which class the character is. Archer, Lady Knight and Witch has the highest AP regen in the game so far. Note that AP regen is not a fixed value, but instead in a fixed range of values.
Here's a list of AP regeneration per turn;
- Swordsman : 70~90
- Lady Knight : 75~95
- Exorcist : 70~90
- Sailor :
- Spearman : 70~80
- Spartan :
- Archer : 60~110
- Prophet : 65~95
- Gunner : 65~95
- Inventor : 65~85
- Janissary :
- Artilleryman : 55~100
- Cannoneer : 67~90
- Shaman : 45~70
- Oracle : 70~90
- Monk : 45~75
- Witch : 45~125
- Princess : 55~95
- Elementalist :
- Viking : 70~90
- Beast Trainer : 60~85
Note: I'm not sure about main characters. But my guess is that they are exactly the same as the mercenaries that represent them, meaning Bow Main's AP regen is like that of an Archer's, and etc. I still have no info about AP regen of Musician Main and Maniac Main though =(
Note: Lightning Spear and Toxic Sword eats away AP. AP drain builds (for PvP) are nice, but needs proper planning and tactics. And lots of training to pull it off effectively. Always remember that there are no perfect/imba skills or characters in Atlantica. Everything has their pros and cons. Everything can counter something and be countered. Simply spamming Lightning Spear to eat away the opponent's AP won't do any good. It is laughable. No offense.
There are also some skills which increases AP regen (gives AP, to be exact) like Brutal Will, Seth Will and Speed Cast. Speed Cast is the best one for sure ;)
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*VACANCIES (EMPTY SLOTS)*
Vacancy, the one that you can check at the in-game Mercenary Info tab actually means the AP regen bonus that merc will have when there are empty slots in your formation.
Example :
Witch has a Vacancy value of 17. Main character is lvl 60. My formation has room for 9 characters. However, I disabled (at the Formation tab) 2 of my mercs. Now the formation is occupied by 7 characters, with 2 vacancies. Therefore, every turn in battle, the Witch will regenerate 34 more AP each turn (17x2 vacancies = 34)
I will also put in the Vacancy values for each character from time to time. They will placed at the *AP INCREASE AND DECREASE SECTION* above.
*This knowledge is useful for Auto-Battle Free League. You won't need Exorcist and Monk since the AI programming of the game can never outmatch humans' abilities to plan and think. In most Auto-Battle Free League fights, having 7 or 8 mercs is better than 9 due to the AP regeneration bonus provided by the vacancy. More mercs in Auto-Battle = more basic attacks. Monks and Exorcists do not specialise in basic attacks.
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*LIST OF ACTIONS AND THEIR AP COST* - /still under development
Here's a list of all the battle actions so far :
*note that the AP values listed are the amount that the action CONSUMES. A skill which consumes 150 AP can still be casted even if you have 120 AP. You only need 100 AP to act. Your AP will become -30 after that. (120-150 = -30)
0 AP :
Wait (F), All Wait (~). Note : Wait does NOT switch a 'green circle' to another character. The 'green circle' is used.
50 AP :
Search (S), Search All (X), Guard (G), Using Items (Scrolls and Potions), Switch Position (D). Note : Switch position uses 50 AP of BOTH characters who swapped positions.
75 AP :
Awakening,
100 AP :
Basic Attack (left click, or A), Mana Trap,
120 AP :
Flame Sword, Mana Drain, Mana Recharge, Storm Blast,
125 AP :
Dark Seed,
150 AP :
Wild Shot, Deep Insight, Freezing Axe, Ice Ridge, Lightning Spear, Healing, Blessing of Life, Chaos Wind, Guard Dispel, Hex of Darkness, Evanesence Scud, Holy Guard, Smoke Bomb, Light Slash, Beast Summon, Multi Arrow, Brutal Will, Seth Will, Vortex, Chainsaw Blade, Freezing Atmosphere, Silence, War Cry, Toxic Sword,
175 AP :
Mana Seal, Summon Invention,
200 AP :
Requiem, Flame Blow,
250 AP :
Blood Vengeance,
500 AP :
Meteor Strike,
600 AP :
Deadly Strike, Deadly Shot,
1000 AP :
Noble Sacrifice,
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*ACTION MANAGEMENT*
Just as how important AP management is, Action management is also significant and should be practiced. There are a few things which you need to know :
- There are AT MOST 5 'green circles' at the BEGINNING of your turn. Which means only 5 actions can be made per turn, NOT including passive skills.
- Only 5 actions can be made. You need to plan ahead and act wisely.
- The number of 'green circles' can go lower than 5, to a minimum of 0. Factors leading to this are stun, freeze or low AP.
- The first 5 'green circles' will go to the 5 characters with the highest AP at the beginning of your turn.
- The 'green circles' can be moved from a character to another character by Guarding (G). The 'green circle' will go to the next character with highest AP.
- 100 AP is the minimum requirement for a character to be able to move, and/or receive a 'green circle' from another character.
- On the 1st turn, only one character with highest AP can move. He/she cannot switch the 'green circle' to another character.
- A character can move 2 times, given that he/she still has 100 AP after doing the first action, AND another 'green circle' has to be directed to him/her.
- Maximum AP any character can have at any time is 299. Which means no character can act more than 2 times.
*note : the 'green circles' are indicators showing which character is able to move. The 'green circle' is present at the character's feet.
*advanced info : at the turn when Freezing Axe or Ice Ridge breaks, the characters who were frozen DO NOT give 'green circles' even though they have 299 AP.
Moving on, let's take a look at some example situations where the 'green circle' can go lower than 5.
Example 1:
frozen - frozen - frozen
stunned - stunned - stunned
normal - normal - normal
In the above situation, there are only 3 'green circles', not 5. The frozen row and stunned row will not provide any 'green circles'.
Only 3 characters (the normal ones) can move this turn.
Example 2:
frozen - frozen - frozen and stunned
low AP - normal - stunned
low AP - normal - stunned
note: low AP means having less than 100 AP at the beginning of the turn
This situation is even worse that the one in Example 1. Only 2 'green circles' are available, meaning only the 2 normal characters can act this turn. The 'frozen and stunned' character is at a huge loss. He/she cannot move AND will not regenerate AP at the same time.
Example 3:
frozen - frozen - dead
stunned - low AP -dead
stunned - low AP - dead
This situation is EVEN worse that the one in Example 2. Notice that NO ONE can provide green circle at the beginning of the turn. Your WHOLE team cannot move, therefore this particular turn of yours is WASTED. No one can move, and it's the worst case scenario.
*Guarding*
Guarding is a tactical move which is SHOULD be made at the right moment and situation. If the characters that you do not plan to move this turn get the 'green circle', just press G (hotkey for Guard)
Guarding lets the 'green circle' of that character to move to another character, as well as increasing PHYSICAL DEFENSE for that turn.
You have at most 9 characters, but only 5 'green circles' are available. Plan wisely.
*Also, in PvP, make full use of your near-death mercenaries. Let's say your Beast Trainer will be dead next turn and you are very sure of it. The Beast Trainer has 220 AP and can cast Beast Summon. Your turn just started and you have 5 'green circles' available. Now, what would be the best way to maximize her damage output before she dies?
1 : Double Attack (Attack, then Attack)
Make her attack, and then direct another 'green circle' to her. Make her attack again. (100+100 AP= 200 AP) This is effective if the opponent gives a nice opening for a double axe whack! A row of (staff main - monk - shaman) would be the best whack target!
2 : Attack, then Beast Summon.
Remember that Beast Summon costs 150 AP. If you cast Beast Summon first, only 70 AP will remain. The Beast Trainer can no longer act. But, if you make her attack first, Beast Summon after that (100+150 AP = 250 AP) is a better alternative. Note that Beast Summon CONSUME 150 AP, but after the attack, you still have 120 AP. You can act again. Beast Summon is possible. Epic win =D
Likewise, don't make your Swordsman go 'Deeeeaaaadly Strikeeeee !!!', and only after that you realize 'Shit, I still have 2 'counters' left. I could have casted Flame Sword first, then Deadly Strike'. Plan ahead.
Practice to take knowledge of your skills' AP cost and the AP regen value of your characters. A skill which costs 200 AP would delay you for a turn or two before you can move again.
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I guess that is all for now. I will still make edits and changes in the future, so stay alert :p
Feedbacks, opinions, comments and corrections are much welcomed =)
How Skill Cooldown Works in Battle
Posted 03/28/2009 - 01:34 by Lecaros
Hello and greetings to all.
For the past few days, I've been testing out some things in battle to confirm my theory of Skill Cooldowns in Battle.
Now I pretty much have figured out how it actually works, and have decided to submit my findings here. This guide contains explanations and examples to elaborate why some skills can be used twice in a turn, why some other cannot ; also on why no skill except Awakening can be used on the 1st turn. I'm sure there are players who can profit from this knowledge, especially those who PvP and Free League a lot. Hope this guide will be helpful to ya! :)
p/s: I'm trying to simplify this guide to the best of my ability so that readers can easily understand the guide. Edits will be made in the future.
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*HOW SKILL COOLDOWN WORKS (THE COUNTER SYSTEM)*
- On every player turn, every character (mercenaries and main character) will gain 1 'counter' (i call them counters). The counter is not shown anywhere, it is just data that is stored in the game data cache.
- Every character's counters is of their own only. They do not affect the counters of other characters.
- A character's counter is shared by all of his skills. More details on the *DELAYING* section below.
- Here's the interesting part. 'Skill of cooldown : X' actually means that you need to accumulate X counters first before you can use the skill. In other words, X counter is used to launch the skill.
- Also, basic attacks do not consume counters. Only skills do.
Example:
Skill : Flame Sword
Cooldown : 2 turns
Simply put, on your first turn, Flame Sword cant be used yet. This is because your characters only have 1 counters on them. Flame Sword has a cooldown of 2 turns, which means it needs 2 counters before it can be used. After you have used the Flame Sword skill, 2 counters will be consumed.
Detailed example :
> (2nd turn of player X)
Player X's Swordman uses Flame Sword on an opponent
~Counter Calculation:
(2)* - (2)** = (0)
(2)* = 2 counters have been accumulated, since it is now the 2nd turn.
(2)** = 2 counters is consumed, because Flame Sword's cooldown is 2 turns, in actuality it consumes 2 counters.
Therefore, after using Flame Sword on the 2nd turn, Player X's Swordman need to wait for 2 more turns (2 more counters) before he can use Flame Sword again.
Another example :
> (3rd turn of player Y)
Player Y's Swordman uses Flame Sword on an opponent. The Swordman did not use any skill during the 1st and 2nd turn.
~Counter Calculation:
(3) - (2) = (1)
After using the Flame Sword, the Swordman can use it again next turn! this is because after using Flame Sword, he has 1 more counter. On Player Y's next turn, the Swordman will now have 2 counters and can use Flame Sword again.
The Counter System theory can explain why all skills cannot be used during the 1st turn, except for Awakening. Awakening is the only skill with 1 turn cooldown. Other skills have cooldowns of 2 turns and above.
Edit : Deadly Strike and Deadly Shot also have cooldown of 1 turn and can be used on the 1st turn, though they are not usable during that time since you'll always be at full health anyways. With the exception of that character being low-health beforehand (pve).
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*DELAYING*
One important thing to remember is that the counters of a character is SHARED by ALL of his/her skills. This means that by using a skill, the other skills is delayed. "Also, the MAXIMUM COUNTERS A CHARACTER CAN HAVE AT ONE TIME IS 4 ONLY".
Example and elaboration :
Weltall (Staff Main)
Skills:
- Evanescent Scud (3 turns cooldown)
- Flame Blow (4 turns cooldown)
- Blessing of Life (2 turns cooldown)
>(now is the 6th turn)
Let's say Weltall has 4 counters on him. He hasn't use any skill yet. He can use any of the 3 skills now, since he has enough counters.
If Weltall casts Blessing of Life, then;
(4) - (2) = (2)
Therefore, after casting Blessing of Life, the cooldown now becomes:
- Evanescent Scud (1 turn)
- Flame Blow (2 turns)
- Blessing of Life (0 turn)
Evanescent Scud can be casted on the next turn, while Flame Blow can be casted on the turn after that (only if no other skill was used)
The counters will then be consumed and become 0 again.
Thus, the cooldown now becomes:
- Evanescent Scud (3 turns)
- Flame Blow (4 turns)
- Blessing of Life (2 turns)
*GENERAL MISCONCEPTION OF SKILL DELAYING*
Most Atlantica players often get the wrong idea of skill delaying, given the fact that the game developers only wrote down what the skill cooldowns are, but not how they work.
After a character has used/casted a skill, how long you have to wait depends on how many counters you have left, and how many counters will your next skill consume.
General Misconception :
Most players share the same idea, that a Witch's Mana Drain will greatly delay her Meteor Strike. "After you cast a skill, you will need to wait for 4 more turns before you can cast a Meteor Strike".
This is only true, if the Witch had 2 counters before she casted the Mana Drain.
In Truth :
After a Witch has casted Mana Drain, you do not necessarily need to wait for 4 more turns before you can cast a Meteor Strike.
Let's say the Witch had 4 counters beforehand, and use Mana Drain (2 turns cooldown, meaning it will consume 2 counters)
(4) - (2) = (2) ---> 2 more turns before Meteor Strike can be used
If you select your witch, you will notice that the cooldown of Meteor Strike has become 2 turns. This is simple enough, as it means that 2 more counters are needed (Meteor Strike's cooldown is 4 turns; it will consume 4 counters)
Again, the result will vary depending on the counters the Witch had beforehand.
(3) - (2) = (1) ---> 3 more turns before Meteor Strike can be used
(2) - (2) = (0) ---> 4 more turns before Meteor Strike can be used
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*DOUBLE CASTING A SINGLE SKILL IN ONE TURN*
In the above example, notice that the cooldown of Blessing of Life has become 0 turn. This means Blessing of Life can be used again that turn! (conditions : Weltall has at least 100 ap after casting the first Blessing of Life, another 'green circle' is directed to Weltall)
This is because :
(4) - (2) = (2)
after casting the first Blessing of Life, there is enough counters to cast another Blessing of Life.
From this example and theory, I found out that ONLY skills with cooldown of 2 or lower turns can be casted/used twice in 1 turn.
(passive skill not included)
Study the below :
(4) - (1) = (3)
(4) - (2) = (2)
(4) - (3) = (1) --> the skill with the 3 turn cooldown CANNOT be casted again, because there is not enough counter to cast it again.
(4) - (4) = (0) --> the skill with the 4 turn cooldown CANNOT be casted again, because there is not enough counter to cast it again.
You don't necessarily need to cast the same skill twice in one turn. You can always go for Flame Sword followed by Deadly Strike for better damage output rather than a double Flame Sword ^^
This knowledge is useful in PvP. Double Lightning Spear, double Holy Guard, double Healing, Flame Sword followed by Deadly Strike in 1 turn are useful when used wisely and correctly in PvP.
I wont be explaining about AP usage for those cases here. maybe in some other guide..maybe =P
Edit : Double casting is usually possible when that particular character has 3 or 4 counters. Seems like Awakening is the only spammable GG skill in the game by far :p (1 counter consumption i.e. 1 turn cooldown, and AP cost of ONLY 75!)
Edit :One more thing. If possible, make your mercs learn skills that have different cooldowns. This is helpful in checking how many counters the merc have at that moment. Heck, I dont play DoT builds but my Swordman has lvl 1 Dark Seed. Since Dark Seed has cooldown of 3 turns, Deadly Strike of 1 turn, and Flame Sword of 2 turns, therefore :
when it says Dark Seed can be casted, I know I can cast Flame Sword and Deadly Strike (3 counters total) in one turn. Go figure how is this useful in PvP =P
Basically, the Dark Seed skill serves as a 'counter checker'.
My witch has all skills learnt, with Mana Trap only at lvl 1. I can keep track of her remaining counters easily ;)
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*EXCEPTION*
I noticed that when a battle starts, the side which moves second has 2 counters on that turn, instead of just 1.
Always happened to me when I fight a match in Free League ; my team moved first, followed by the opponent. Eventhough it's the opponent's first turn, his Swordman can use Flame Sword (2 turns cooldown). Pretty lame move, but i kept wondering why that guy can use Flame Sword on his first turn.
Thus, this leads to one hypothesis - the side which moves second in a battle, naturally gain 1 more counter on the first turn to make up for the fact that they moved second. Moving first and moving second does bring difference in Free League (^_^)
p/s: although that being said, i still need to confirm this. I will post future results here.
Edit: Till now, there has been no observation of freeze, stun and silence interrupting the accumulation of Counters. However, mercs that are in the Mercenary Room do not accumulate counters. Mercenaries who just entered the battle later on (via the in-battle Mercenary Room swapping system) will have his/her counter start at 1.
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I guess that is all for now. I will still make edits and changes in the future, so stay alert :p
Feedbacks, opinions, comments and corrections are much welcomed =)
Edit: I'm currently working on a guide corcerning AP management in battles. I will post it up when it's done =)









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