The first thing that you may realize is that, in this world, you play the role of a troop leader, in charge of a possible eight other mercenaries. But do not fret! You have plenty of time to decide your strategy, whatever the case.
There are eight possible weapon types to choose from when you first begin, they are:
Now that we have covered all of the weapon types, let's talk about the fundamentals of Atlantica Online.
First, let's talk about skills. Many of your skills (located in the bottom right of your battle screen) can be used with the "QWERT" keys. But whichever skill is closest to the Q key, you can right click to use it!
There are three types of skills as well: Passive, Offensive, and Defensive. Offensive skills you can use on enemies, Defensive Skills you use on your own team, and Passive... they just sit there and do what they do.
All skills can be leveled up to acquire even more damage, but you can only have as many skill levels in all of your combined skills as your total level. Example: Your character is level 52, you can have one skill level 28, and the other level 24.
That is pretty much everything about skills... You will find out which ones work for you as you play.
Next, let's talk about battle effects:
There are many skills and such that can be used in battle to turn the tide.
There are: Stun, Damage Over Time, Negative Attribute, Action Point Drain, Skill Blockers and Movement Blockers.
There is even a skill that can keep the enemy from using abilities on certain mercenaries, called Holy Guard.
Out of all of the skills, each mercenary has their own arsenal. As I said earlier, the more you play, the more you will get a feel for which skills you like more.
Stun - If you hit an enemy at least once, in the course of three turns in a row, they become stunned. They do not gain AP, and they cannot move. The only way to break the combo is to use the monk's Awakening, not attack an enemy for one turn, or becoming stunned and waiting three turns for it to wear off.
Damage Over Time - Most damage over time skills come with extra effects such as -DEF, or it can come in Freezing axe and Silence. Having a DoT on your mercenaries is never a good thing, and the only thing that can dispel them is either using Holy Guard, a monk's skill, or waiting until it wears off. Different DoT's last for different amounts of time, but if you can dispel it early, then it would be advisable to do so.
All other effects - Freezing Axe, Silence etc. All do different things, but they can all be dispelled with Holy Guard.
Now that we have covered almost all of the skill basics, let's move on to moving your mercenaries:
Action Points (AP) - Ahh, action points, the lifeline of your mercenaries. Typically you cannot use a mercenary if they do not have at least 100 AP. But in some cases, like if you have only one mercenary left, you can use them with less. Each turn you regain some AP on all of your mercenaries, but you cannot use more than five mercenaries in one turn. Having said that, if you want to use a mercenary that was not selected at the start of the turn, you can guard a mercenary, and switch to a mercenary that has at least 100 AP.
And as I said before, if your mercenary is stunned, they cannot regain AP until they are un-stunned.
That is pretty much everything about battle that I can tell you for now. As you explore more of the world, you will realize that every situation can change drastically, depending on what you decide to do.
With a maximum level of 120, you have plenty of time to figure things out.