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Everyone Reregister on new website www.excessum-gaming.com ! We will move there during this week. After that i will close old forum for posting completly. If you want to continue old topic copy it along with last msg and first one. I would also ask all Full members to copy there aplications to the new forum when they reregister there.
Excessum - International Massive Multiplayer Online Gaming Community
Everyone Reregister on new website www.excessum-gaming.com ! We will move there during this week. After that i will close old forum for posting completly. If you want to continue old topic copy it along with last msg and first one. I would also ask all Full members to copy there aplications to the new forum when they reregister there.
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Atlantica Guide Info11Sat 20 Jun 2009, 10:23 by Khebeln
Alright guys its time to move to the new website ! http://www.excessum-gaming.com !

If you can try to move all forum activity there and if you want to continue some thread copy topic + last msg in it youself and post it on new forum.

You need to register again on the new forum. I would apreaciate if you could post your old aplications as well on the new forum (copy them as they are on this …

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Excessum 2.0 Forum Preview!
Atlantica Guide Info11Fri 19 Jun 2009, 01:00 by Khebeln
Atlantica Guide Excess12


This is the newest screenshot from new Excessum Forum that i was working on. As you can see its completly new stye. Things that i will change in the future are logo, new modules, new extenstions, minior twinks and bug fixes. Enjoy !

Tell me what you think about new forum

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Excessum Screenshots
Atlantica Guide Info11Mon 15 Jun 2009, 17:18 by Khebeln
Guys im sure you already have some or will make some in the future. But. I need some of your group screenshots from aion as Excessum members with Guild Tag viisible. The more artistic the beter.

I will use them on the new website that i make right now with the use of joomla portal system and phpbb3 forums with the use of Jbridge to link bouth database together. What it means ? as long as you …

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Atlantica Guide Info11by Khebeln Sat 20 Jun 2009, 10:44


 

 Atlantica Guide

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Khebeln
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Khebeln


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Join date : 2008-11-06
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Atlantica Guide Empty
PostSubject: Atlantica Guide   Atlantica Guide Info11Wed 10 Dec 2008, 18:58

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.
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Join date : 2008-11-06
Location : Northen Ireland

Atlantica Guide Empty
PostSubject: Re: Atlantica Guide   Atlantica Guide Info11Wed 10 Dec 2008, 18:59

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

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

Credits: Pantho from Atlantica Online Forum
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Town Statistics Guide
TAXATION

Monthly Income = Current population *16

That's it. Income is SOLELY based on population. Neither commerce nor industry contribute to income.


SATISFACTION

Satisfaction is the average of the 5 contributing factors (commerce, industry, culture, health, and security). The contributing factors are capped at 100.

The contributing factors for satisfaction are calculated by

(current point value)/(population/1,000)

EX: London has 209,135 population and 820/845 commerce

820/(209135/10000) = 39.2


FOOD

The two important factors with Food are Farms and Storage.

Every March and September, the Storage is filled to the limit of your farms.

Every month except March and September, food equal to (population/1,000) is removed from Storage

If there is not enough food at the start of a month, the city will not pay its taxes.

**There is no point having more farms than storage. You get no benefit.**
**If you demolish your warehouse, the current food is NOT destroyed, but no new food is added to the stockpile**


POPULATION

Population leaves town = 100 - satisfaction rate, but never less than 10.

Higher satisfaction rate means less people leave town and you have a better chance at increasing population.

Speculation - an immigrant is generated from your town every time an immigrant is generated/recruited to come to your town. (needs verification)

Speculation - the higher your satisfaction, the more likely an immigrant will be created with your town as the destination. (needs verification)

Speculation - immigrants appear to be generated in waves game-daily (every 48 minutes)

Credits: Turrosh from Atlantica Online Forum
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Titles Guide
Below are all the titles you can get (that I know of - I have no clue if there are hidden titles or some other way to get them).

The first four sets of titles are ones you can get from one of the women outside of Athens by doing quests - there are four of them. You can only do one quest from each woman at a time (for a total of four title quests going at once, one from each woman). When you finish a quest for them, you must go back and turn in the quest, at which point they will give you an item (it looks like an envelope). You have to right-click on and use the item and you will now be able to use that title.

The easiest way to get to these women if you're over level 20 but don't have the Athen's teleport information is to teleport to Rome using the button on the right of your screen that looks like an arch, then walk outside Rome and go to Athens. If you're under 20, you'll have to walk there. You can auto-walk to any of the four women by opening up the quest log and selecting them at the top of the log (Pandora, Klieo, Calliope, or Thalia) and then clicking on 'Auto-move to NPC'. Be careful - you may run into mobs so take care when auto-walking!

The last set of titles are only available by getting more fame points through Free League. The top few ranks are limited by a certain number of people who can have that title.

To choose your title, go to My Info -> Character and choose your title from the drop down menu of titles. You can switch your titles at any time, and it does not cost anything to do so.

There are some additional notes at the end.

Format is Title name - Quest requirements. A monster's name x a number means you have to kill that number of monsters.

Pandora

Sea King's Guardian - Crab Warrior x 1000
Cubbie - Fire Bear x 2000
Sticky - Starved Snail x 2000
Anteater - Worker Ant x 2000
Tamer - Cerberus x 3000
In Sheep's Clothing - Crazy Sheep x 3000
Flowery - Red Carnivorous Plant x 5000
Puppeteer - Alloy Doll Magician x 5000
Mechanic - Unfinished Machine x 5000
Insect Collector - Queen Wasp x 5000
Archaeologist - Cursed Mummy x 350
Ghostbuster - Kakemaru x 350
Exiled Nobleman - Iron Doll Magician x 10000
Young Princess - Desert Fox x 10000
Hunter - Cannibal Deer x 10000
Flower Snake - Hanahebi x 10000
King of Darkness - Prison Tyrant x 25000
Corrupt - White Knight x 9999
Deathproof - Use Mandragora x 444
Smelling Stale - Use Green Mold x 777
Treasure Hunter - Use Ornate Treasure Map x 500
Bookworm - Exchange books with NPC Goncourt x 25000
Santa Claus - Give a gift to beginner x 1000
Demonologist - Use any scroll x 9999
Linguistic Genius - Persuade Resident x 20982

Kleio

Fishing Maniac - Try Fishing x 30000
Philanthropist - Give a gift to a beginner x 50
Gourmet - Use Steak x 500
Gambler - Exchange any item box with NPC De Mere x 9999
Shinobi - Shadow Ninja x 5000
Mutant - White Crocodile x 5000
Total Newbie - Evil Sky Spirit x 50
Smelling Flowery - Use Chardin's Perfume x 5
Heroic Soldier - Cursed Soldier x 888
Jeweler - Raise Ring skill to level 71
Performer - Raise Action skill to level 71
Chef - Craft Fish Stew x 10
Executive Chef - Raise Food skill to level 91
Cursed Swordsman - Cursed Sword Muramasa x 1
Astrologer - Lucky Wood Piece x 5

Thalia

Kind - Provider help and earn credit x 50
Fartman - Use Barley Bimbimbap x 500
Forgotten - Use Secret Vial for Memory Loss x 1
Motivated - Share Monster Info x 150
Blessed - Use Father's Holy Water x 1
Curious - Strange Rock Shard x 1

Calliope

Holy Knight - Revelation: Honor x 500
Assassin - Revelation: Death x 500
Priest - Revelation: Chastity x 500
Alchemist - Revelation: Truth x 500
Bard - Revelation: Luck x 500
Potion Addict - Use Healing Potion [Low] x 1000
Smelling Fishy - Mackerel Pike x 1000
Hand of God - Enhance any item to [10] Grade
Monster Expert - Share Monster Info x 100
Berserker - Win a Battle with Power Up x 100
Greedy - Mercenary's Steel Box x 100
Strategist - Victory with more than 2 Mercenaries in unavailable status x 1000
Destroyer - Dismantle Destroyer's Sword x 500
Energizer - Use Eel x 500

Free League Titles

Soldier - Fame 10-199
Scout - Fame 200-499
Guard - Fame 500-999
Royal Guard - Fame 1,000-1,999
Safeguard - Fame 2,000-4,999
Warrior - Fame 5,000-9,999
Knight - Fame more than 10,000
Sergeant - Fame more than 20,000, Top 50
Lieutenant - Fame more than 20,000, Top 30
Captain - Fame more than 20,000, Top 15
Colonel - Fame more than 20,000, Top 5
General - Fame more than 20,000, Top 1

Notes:

The Revelations: Noun items are apparently not in the game yet - or at least, no one's found them.

When there's just an item with a number, it means you have to turn those items into the NPC and you will lose them. However, you can buy them from the market instead of getting them yourselves if you so desire.

Some of the items are under Skills -> Crafting -> Quests.

When you have to do something that can fail (fishing for the Fishing Maniac title, gambling equipment boxes for the Gambler title), it only counts if you succeed. For the gambling of boxes, each box you get back (even if it's multiple boxes at once) counts as one success.

Some of these may require you to re-do quests by using Secret of Time licenses - available on the market or by crafting licenses.

The Hand of God quest is for enhancing an item to grade 10, not enchanting an item to grade 10. That means you need to speak to Vulcanus in Rome and use enhance stones, not enchant stones. (See a guide on enhancing and enchanting for more details about this). THIS MEANS DO NOT MAKE TWO +9 ITEMS AND THEN ENCHANT THEM TOGETHER OR YOU WILL REGRET IT!!

If you're doing the Demonologist title quest, do it early, before you hit 31, if you can. Scrolls are much cheaper at that level. (<- Is still working on it at level 60 and rather regrets it). Also, getting a bonus scroll in PVP does not count towards your limit.

There's a rumor (not confirmed by me, sorry) that the mercenary steel boxes for the Greedy quest are only given by the wandering mercenaries you have to spend a lot of money on to get them to join your party (like most monks) - more than the 20k most mercenaries require.

Winning a battle with at least two mercenaries in the unavailable status for the Strategist title means going to the formation window and unchecking one of the boxes for two of your mercenaries so they are 'ghosted out' during the battle and you can't use them. It does not mean the mercenary has to be unconscious.

Persuading residents for the Linguistic Genius title means convincing the wandering residents to go to your town. You get a certain number of people for each of the wandering residents you convince - usually between 50 and 200 people. You cannot do this quest unless your guild owns a town.

Currently, with the servers occasionally going down at random times, there's a strange bug where if you haven't completed a quest yet, you lose the things you had counted towards the completion for a certain period of time - it's almost a roll-back, but only for quests. These quests are affected by it, so be warned. You do NOT lose items, however.

I believe that's all. Please let me know if there's anything unclear or confusing!

Credits: Kiena from Atlantica Online Forum
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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!
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PostSubject: Re: Atlantica Guide   Atlantica Guide Info11Wed 10 Dec 2008, 19:00

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!
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