What Actually Applies Here
The numbers on this page are read straight from our own server files and records — not copied from an Atlantica guide somewhere on the internet. Versions of this game differ, and a number that is right on one server can be wrong on another.
Level
You start at 150, not at 1
The remaining fifty levels are not a small remainder. The experience table on this server stops exactly at level 200, and reaching it takes 68,594,114,251,238 experience — 555 times what it takes to reach 150.
So the starter pack cuts out the tedious part rather than handing you everything. The long stretch only begins afterwards.
We do not announce rate numbers
The server configuration files do contain multipliers for experience, gold, and drop chance. We do not put them on display, and the reason is not secrecy: we cannot yet prove how those raw numbers turn into the numbers you actually feel while playing.
Publishing a guess and calling it "the official rate" is far worse than saying nothing. Once we can measure it properly, the numbers appear here.
Enhancement and Durability
The ladder below is not an estimate. It was traced from 21,295 lines of enhancement records on this server, and at +6 through +9 the smallest and the largest value are exactly the same — so these are certainties, not averages.
| Level | Durability | Notes |
|---|---|---|
| +0 to +5 | 100 | base durability, unchanged |
| +6 | 120 | |
| +7 | 140 | |
| +8 | 160 | |
| +9 | 180 | |
| +10 | none | the top level; the item can no longer break or be enhanced |
Why this is on a public page. Because that same ladder is what we use to recognise forged items. A +10 item that still has durability is a state the game cannot produce — the engine never creates it through enhancement.
But a high number on its own is not an accusation. What we look at is whether there is a trail of how an item reached that level. An item you enhanced yourself has one; an item that was injected does not.
Mercenaries
This server's data holds 41 mercenary families that can be promoted in grade — from ordinary soldiers to figures you know from history and legend. Among them: Odysseus, Attila, Spartan, Valkyrie, Himiko, Jeon Woo-chi, Mwindo, Carmilla, and Roro Kidul.
The eight you choose at the start soon
The starter pack gives you eight mercenaries, chosen by you from a pool of 21: eight at grade D and thirteen at grade C.
Grade D: Swordsman, Spearman, Archer, Gunner, Artilleryman, Monk, Shaman, Viking. Grade C: Lady Knight, Junior Hwarang, Prophet, Beast Trainer, Exorcist, Punisher, Oracle, Princess, Witch, Minstrel, Cannoneer, Inventor, Janissary.
The two deliberately left out
Goddess and Elementalist are excluded from the choice. Not because either is remarkable in battle, but because raising them to the end costs thirty-eight times what a grade D mercenary costs — and giving that away for free would erase the meaning of everyone else's effort.
You can still obtain both through play, like any other mercenary.
Arrangement decides more than level
Nine places on a three-by-three board, and who stands in which square changes the outcome of a battle more than a few levels of difference does. The front rank holds, the back rank shoots and heals.
Because everyone starts with the same contents, this is where the difference is actually made.
Promotion is paid for with stones
Promoting a mercenary uses crystals and gems from its own stone family. If you are short on stones, the game engine switches to Atlas Ore instead — so the two are two ways of paying, not two ingredients you need at once.
We deliberately do not lock upgrade stones: they are cheap and easy to come by, so you are free to buy and sell them.
Places
Eight regions, one earth
Northeast Asia, Southeast Asia and India, Southwest Asia, Central Asia, Southern Europe, Northern Europe, Africa, and North America.
The place names are real places too: Angkor Wat across three floors, Mohenjodaro split into north, centre and east, Bran Castle, and the Spirit Forest at Hanyang.
One world, not many
The server list at the login screen holds a single line, and that is deliberate. Players split across several worlds find a quiet market and empty hunting grounds — on a server this size, splitting it means killing it.
It also means that anyone you meet on the rankings is genuinely playing in the same world as you.
Rules the Engine Holds
Small things other servers rarely announce, even though these are exactly what annoy you if you only find out once it is too late.
| Item | Here it is |
|---|---|
| Uncollected mail | kept for 91 days, then returned to the sender |
| Goods listed on the market | stay up for 3 days |
| Auctions | run for 4 hours, extended by 5 minutes on each new bid |
| PvP damage multiplier | 1 — neither raised nor lowered |
| Continent chat | opens at level 30 |
| Fatigue and stamina system | switched off — playing a long session is not punished |
The PvP damage multiplier is deliberately left alone. Raising it ends matches in a single turn and erases all the calculation that makes this game interesting; lowering it drags matches out without resolving them. If we ever run an event, the advantage goes into the rewards, not into damage — so that what decides a win stays skill.