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| Atlantica Online | ||
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Stats of Mercenaries by PanthoModerators: Forum Moderator Jump to page : 1 Now viewing page 1 [25 messages per page] | View previous thread :: View next thread |
| World of Atlantica -> Napoleon's War Room | Message format |
| Kaidis |
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Philanthropist Posts: 435 ![]() ![]() ![]() ![]() ![]() | This is a list of all mercenaries; along with their stats and skills. I will update will skill descriptions at a later time, but thought it would be convenient to have it all in one source. 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 2 Search Bots) *Can be hired at level 84* Str: 160 Dex: 240 Def: 200 Int: 275 Vit: 190 M.Def: 400 Skills Summon Machine Similar to a Beast Trainer's Beast Summon, they can summon the aid of machines to damage your oponent. Unlike the creatures a BT summons, the machines can be made by crafting; they can also be purchased on the market. Notes Great Gun Unit. Good Defense/mDef and very useful. (Little information until obt) Janissary *Can be hired at level 96* Str: 157 Dex: 247 Def: 198 Int: 225 Vit: 173 M.Def: 225 Skills Shooting Stance Damages a single unit very heavily. Notes Deals more damage than an Inventor. (Little information until obt) Bow Units Archer *Can be hired at level 1* Str: 160 Dex: 220 Def: 180 Int: 230 Vit: 140 M.Def:250 Skills Silence Prevents an entire row from using skills for 2 turns; slight d.o.t. Deadly Shot Delivers very heavy damage to a single unit, however it requires alot of AP. Notes The most useful unit for ending a fight quickly. They take the amazing damage of a swordsman and are able to strike any unit in the formation. A group of Archers can down a boss or oponent's main unit quite quickly. Their silence ability is also one of the most useful skills in the game. Prophet *Can be hired at level 70* Str: 170 Dex: 210 Def: 200 Int: 240 Vit: 190 M.Def: 450 Skills Concentrate Increases physical damage, accuracy, and slightly heals, your melee units every turn. Shattered Sword Debuff's all oponent Sword units, reducing their 'Normal Attack' damage; slight d.o.t. Broken Spear Debuff's all oponent Spear units, reducing their 'Normal Attack' damage; slight d.o.t. Rusty Axe Debuff's all oponent Axe units, reducing their 'Normal Attack' damage; slight d.o.t. Notes She is a very useful unit that can help your frontline make a lasting impression before they bite the dust. She is also very useful in PvE, since most units fall under the category 'Sword/Spear/Axe', even if they dont use weapons. Not only that, but she's an archer XD, which means being able to hit your oponent's main unit every turn; a key to winning any battle. Cannon Units Artilleryman *Can be hired at level 30* Str: 200 Dex: 160 Def: 200 Int: 220 Vit: 210 M.Def:275 Skills Deep Insight Reveals the HP of your oponents formation (First works as cross, than entire formation); slight d.o.t. Deadly Shot Delivers very heavy damage to a single unit, however it requires alot of AP. Notes Very useful for stunning your oponent. Though their damage is quite small, they can hit up to 5 units, and d.o.t. an entire formation. Cannoneer *Can be hired at level 87* Str: 230 Dex: 190 Def: 220 Int: 240 Vit: 225 M.Def: 280 Skills Smoke Bomb (Unsure how many units this skill effects, assuming it works like Deep Insight) Lowers target's attack power and accuracy. Notes Much more powerful than an Artilleryman (Little information until obt) Edited by Kaidis 9/24/2008 4:01 PM | ||
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| enzox666 |
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![]() Assassin Posts: 184 ![]() ![]() ![]() ![]() Location: in search of my Bella Swan, PH | BUMPING THIS! SOMEONE MUST STICK THIS OUT! | ||
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| Balgass |
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![]() Motivated Posts: 26 ![]() | Very useful information. Thanks on this. | ||
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| Exyle |
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Monster Expert Posts: 1651 ![]() ![]() ![]() ![]() ![]() Location: Argos | Thumbs up. | ||
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| Marduk |
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Cursed Swordsman Posts: 58 ![]() ![]() | light slash hits 2 targets Edit: high level spearmen got a pretty nice defense, plus you can give them guardian stones to fill the need of a shield cannons deal great damage to ranged units in PvP, plus it splashes, shouldnt be underestimated vikings are useful at any level, im 96 currently and the second most dangerous unity to my formation, is the viking, right after the exorcist (if the enemy have at least 2 gun/cannon users) if they make a hole in the front row, ill have 2 spears and a BM in the middle frozen with seths will, taking extra DoT, wasting turns, and with a defence debuff on them, backrow freeze is nasty to anyone period Edited by Marduk 10/30/2008 12:57 PM | ||
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| Einn |
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Total Newbie Posts: 11 ![]() | This is a nice guide, but i have to say... it still needs additional information and feed backs from people like Marduk is needed to speed up the posters job. But overall this is a good idea. I hope pictures will come with it soon ^^ | ||
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| Elistaria |
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Motivated Posts: 36 ![]() Location: Transylvania, Romania | Bump, very nice guide! | ||
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| SteelxWolf |
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Assassin Posts: 144 ![]() ![]() | BUMP! STICKY THIS OR I COME AFTER YOU! | ||
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| bodyweb2004 |
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Night Ruler Posts: 390 ![]() ![]() ![]() ![]() ![]() ![]() Location: Bucharest - Romania | Pls tell me how can I get deadly strike 'cose I didn't found the book at the market. Thanks! | ||
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| Inigmaparadox |
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Total Newbie Posts: 9 ![]() Location: Colorado, USA | This is really useful! I only have one suggestion. In my oppinion, it would be easier to get the required info if you organized it be level required to higher instead of function in the group. Does that make sense? Or is this a bad idea? | ||
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| Cortez |
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Total Newbie Posts: 11 ![]() | left out pirate as a sword mercenary only used base stats rather than end stats (mercenaries get better when upgraded) | ||
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| Augustburnsred |
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Philanthropist Posts: 475 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | bodyweb2004 - 12/9/2008 7:20 AM Pls tell me how can I get deadly strike 'cose I didn't found the book at the market. Thanks! look again and thanks kaidis, long time no see/read you | ||
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Stats of Mercenaries by Pantho