Uncharted Waters Online: Episode Atlantis

Uncharted Waters Online: Episode Atlantis

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Land battle and techs guide.
By Max
From basic to advanced land battle techs and techniques acuisition and utilisation guide.
   
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The Land Battle System
Thanks to Shiro Amakusa Alliance this guide was made possible.

Land battle is used in dungeon explorations, duels, outskirt battles and previously in deck battle PvP. A few things you must first know about Land Battle:

⦁ Retreating from an outskirt battle (is similar to retreating from a sea battle) and will result in high vigour fatigue.
⦁ Fatigue may increase when you receive damage from a land battle.
⦁ A certain amount of sailors will also be lost (ran away) after a land battle defeat.
⦁ You may lose a certain amount of money you carry when you lose a land battle.
⦁ You don’t risk losing equipped items anymore (new patch) when you lose a land battle in a dungeon as for sea NPC deck battle losses I can’t confirm.
⦁ Equipment’s and items have to be equipped before they can be used in a land battle.
⦁ A secondary weapon and up to 4 items can be brought into a land battle. They must be registered first. This can be done by the following steps: Character > Equipment > Land Battle Items.
⦁ Land battle can be actively or passively initiated. Active initiation involves player attacking the NPC first and vice versa for passive initiation. Click on the Battle icon when you are in range with the NPC to attack it.

NB that if your fleet members are in a land battle and you are left out it is sufficient to find one of them and click on that player, then a button allowing to reinforce appears and you can join by clicking on it.
Action Box. Can be found at bottom right side of your screen.













The action BOX components are:

⦁1⦁Tech Bar. Top of the Action Box. Displays available techs for use.
⦁ Item Box⦁ Bottom left of Action Box. Displays registered items. Items are shaded when they are in cool-down after use.
⦁2⦁ Change Weapon. Bottom right of Action Box. Allows switching of registered weapon. Consumes 50 Action Points.
⦁3⦁Action Points Baraka GAUGE available to the player. Bottom of Action Box. Shows action points available. Recovers over time. All battle actions require Action Points consumption.
⦁ Attack/Defense⦁ Indicator. Right side of Action Box. Indicates your current attack and defense value. Can change when switching weapons.

Gauge:
⦁ HP = 30 + 5*(Lvl of current class) + 2.5*(Lvl of other two classes added), rounded down to nearest multiple of 5.
⦁ For every 1 point of Fatigue, initial stamina is reduced by 0.5. (Note: Fatigue has disguised decimal point value)
Skill Proficiency
⦁ 1 skill proficiency per successful hit when NPC level > skill rank * 3

Skills at play in Land Battle
There are different types of weapons that can be used in land battle varying from commonly used swords to less popular throwing knives. To each their own and and to each weapon their own skills or almost. The main land battle skills are

• Swordplay : Affects attack power of melee weapons(swords, spears, axes, staves). Also as a requirement for relative higher ranked techs acquisition.
• Sword Mastery : Affects attack power and speed of melee weapons(swords, spears, axes, staves). Also as a requirement for relative higher ranked techs acquisition.
• Gunfire: It increases the attack speed or rate of fire of guns increases in Land Battle.
• Throwing : Affects attack power and speed of throwing knives. Also as a requirement for relative higher ranked techs acquisition.
• Sniping : Affects attack power and speed of guns and bows. Also as a requirement for relative higher ranked techs acquisition.
• Trap : Strengthen trap effects, also as a requirement for acquisition of trap techs. Can discover and destroy ground traps during dungeon exploration.
• Merchandise Knowledge : Strengthen item effects, also as a requirement for acquisition of item techs.

Other related skills to acquire TRAP techs:
⦁ Provisions , ⦁ Search , ⦁ Ecological Research , ⦁ Biology ⦁ Geography⦁

Other related skills to acquire Merchandise Knowledge techs :
⦁Management ⦁ Storage ⦁ Provisions ⦁ Frugality⦁

First Aid : lessens crew loss after defeat in land battle.

Marching : Slows fatigue increase and chances of ambush during land exploration.

Storage: Reduces loss from losing land battles and ease durability decrease of equipped items caused by land battling.
In depth look at battle techs
Acquiring conditions:
⦁ Rank 1 and 2 techs, be they Item, Battle or Adventure, the only thing you need is the required skill and weapon to learn the tech.
⦁ The NPC doesn't have to wield the same weapon as you do for you to acquire a tech.
⦁ The NPC doesn't have to use Adventure or Item Techs at all in order to learn them. For example, the Special Force NPC's in Cairo don't use traps, ever. However you can learn traps there anyway.
⦁ The NPC doesn't have to use the Battle techs for you to learn them.

You will automatically gain rank 1 techs on a weapon whether or not the npc is using same weapon. This includes trap techs. I discovered this when i did only Syracuse dungeon and get all techs on rank 1 traps. Special requirements on rank 2 traps such as having search 4 or Geography 4 apply. All rank 1 weapon techs can also be gained by grinding land weapon tech in one place.
Weapon Systems

⦁ You must first fulfill the tech ⦁ requirements .
⦁ You must defeat an opponent that uses the tech more than once on you.
⦁ Tech acquisition is random and harder as the rank of the tech goes higher, hence patience is the key of acquiring techs.
⦁ NB the 5-second-kill-after-tech-use method may increase the chances of tech acquisition, though unproven. As far as I am concerned, techs are obtained when I defeat an NPC no more than 5 seconds after NPCs uses that specific tech.
⦁ Most R1 techs can be obtained by any NPCs, doesn't have to be a specific one.
⦁ To use item techs, you must have items registered for battle; To use battle techs, you must have the related weapons equipped.
⦁ Tech draws are random. The system randomly draws a related tech for you to choose from and plan chains. Related manuals increase the chances of a specific tech type to be drawn.


Spawning techs:
The tech list can be found under Character>Techs

Notice how player ALT has enabled only Eagle Arrow from its bow techs.
What that does is it makes it possible to choose what techs we get to appear and when..

That explains why R1 techs appear in turn 1 and the R3 Eagle Arrow will only appear in turn 3, that way if you have a Trap R2 Tech and an Evasion R1 as Original you could effectively:
1st Turn cast your Eagle Wings item, then R1 Evasion on Turn 2, and combo Paralysis Trap R2 and Bow R3 on Turn 3 for the kill. In taking into account the sequencing and ordering of the techs you can elaborate different strategies.

Having as many battle techs as possible active gives you the fastest tech spawn rate,
50 techs 7 sec spawn rate 80+ techs 5 secs spawn rate. However you may want to keep only a few of the equipped weapon techs active in order to control the sequencing or appearance of the techs you will get. Also the Adventure and Merchant techs are often left disabled as to prevent interference for the exception of select traps.

Skill Refill or Respawn
⦁ 20 - [(Total Adventure Techs + Total Trade Techs) / 2 + Total Battle Techs] / 5; measured in seconds, maximum limit = 5 seconds.
Force Finesse Whatever...
The 7 types of weapons used in Land Battle all have their Force and Finesse

⦁ Sword
⦁ Spear
⦁ Axe
⦁ Staff
⦁ Throwing Knife
⦁ Gun
⦁ Bow
⦁ Base attack speed of weapons from fastest to slowest:
⦁ Throwing Knife
⦁ Staff
⦁ Sword and Spear
⦁ Bow
⦁ Axe
⦁ Gun
⦁ Attack range of weapons from furthest to closest:
⦁ Gun and Bow(120)
⦁ Throwing Knife(100)
⦁ Spear(80)
⦁ Sword, Staff and Axe(50)

Forte Points
Forte Weapons
⦁ A weapon is registered as forte weapon when you win a land battle with the equipped weapon.
⦁ Only 5 forte weapons are allowed. The weapon with the lowest forte points will be discarded when a new weapon is registered.
⦁ Only forte weapons can have forte points.
⦁ Forte points determine the attack power bonus of the forte weapon.
⦁ Maximum 1000 forte points can be accumulated for each forte weapon.
⦁ 1 attack power increment for every 25 forte points accumulated, hence a total of 40(1000/25) attack power increase can be achieved for each forte weapon.
⦁ Forte point also affects the attack speed and accuracy of the forte weapon.
⦁ The limit where a forte point can be gained is the level of NPC multiply by 20. That is, if you are fighting a level 5 NPC you will only gain up to 100 forte points, any further accumulation will require you to defeat NPCs with a higher level.
⦁ A forte point is gained for every completion of a land battle. A forte point each is gained if two different weapons are used in the land battle, and two forte points can be gained if two similar weapons are used in theland battle. Only applicable with Change Weapon function.


Finesse Rank
⦁ Finesse rank represents the proficiency of your techs. It can be found under Character>Equipment>Weapon Discipline.
⦁ Finesse rank is required to allow higher ranked techs to be acquired.
⦁ You gain one finesse rank increase by accumulating 500 tech experience points for each category.
⦁ Tech experience points can be obtained by using the related tech (2 experience point per skill).
⦁ More tech experience points can be obtained in a single land battle with more chain combos and successful counters.
⦁ Tech experience points does not accumulate in a battle. Only the action, either chain or counter that provides highest tech experience points are taken into count for each tech type.
⦁ Chain table(source from [You must be registered and logged in to see this link.] differ in the event of higher ranked techs and counters>
Chain Count2-3-4-5-6-7-8-9-10-11-12-13+Tech Exp5-9-14-20-27-35-44-54-65-77-90-100
⦁ Fleet members using the same tech categories, albeit different techs can increase chain count
List of Techs
For a complete list of techs please visit the following links

http://PDF Table of UWO Battle Techs

http://PDF list of techs





1. Trap
Leg Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 1, Geology level 4, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 5, Ecology level 8, must have level 2 skill

Level 4 / G 120 / R 100 / AOE 90
Requirement: trap skill level 10, Ecology level 12, must have level 3 skill

**
Pit Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 4, Search level 4, must have level 1 skill

**
Rope Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 2, Throwing level 4, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 5, Throwing level 8, must have level 2 skill

**
Arrow Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 30
Requirement: trap skill level 4, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 45
Requirement: trap skill level 8, must have level 2 skill

Level 4 / G 120 / R 100 / AOE 45 (numb)
Requirement: trap skill level 12, must have level 3 skill

Level 4 / G 120 / R 100 / AOE 45 (poison)
Requirement: trap skill level 12, must have level 3 skill

**
Spear Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 3, Search level 4, must have level 1 skill

**
Barrel Trap
Level 1 / G 20 / R 100 / AOE 30
Requirement: trap skill level 1

Level 2 / G 50 / R 100 / AOE 40
Requirement: trap skill level 3, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 7, Provision level 8, must have level 2 skill

**
Insect Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 1, Biology skill level 3

Level 2 / G 60 / R 100 / AOE 40
Requirement: trap skill level 4, Biology skill level 6, must have level 1 skill

Level 3 / G 90 / R 100 / AOE 75
Requirement: trap skill level 8, Biology skill level 9, must have level 2 skill

**
Fire Trap
Level 1 / G 30 / R 100 / AOE 30
Requirement: trap skill level 3, Geology level 4, leg trap level 1, spear trap level 1

Level 2 / G 60 / R 100 / AOE 60
Requirement: trap skill level 6, Geology level 64, leg trap level 2, spear trap level 2



2. Mechanize Knowledge (MK) Swift

Reduce item gauge time
Level 1 / G 10 / R 100 / AOE --
Requirement: MK skill level 1

Level 2 / G 20 / R 100 / AOE --
Requirement: MK skill level 3, Frugal level 4

Level 3 / G 30 / R 100 / AOE --
Requirement: MK skill level 5, Frugal level 8

Level 4 / G 40 / R 100 / AOE --
Requirement: MK skill level 10, Frugal level 12

**
Increase item effect Amplify
Level 1 / G 10 / R 100 / AOE --
Requirement: MK skill level 1

Level 2 / G 20 / R 100 / AOE --
Requirement: MK skill level 2, Frugal level 4

Level 3 / G 30 / R 100 / AOE --
Requirement: MK skill level 5, Frugal level 8

**
Increase item AOE Range Broaden
Level 1 / G 10 / R 100 / AOE 30
Requirement: MK skill level 1

Level 2 / G 20 / R 100 / AOE 60
Requirement: MK skill level 3, Frugal level 4

Level 3 / G 30 / R 100 / AOE 90
Requirement: MK skill level 5, Frugal level 8

Level 4 / G 50 / R -- / AOE --
Requirement: MK skill level 10, Frugal level 10

Land Battle Formula
Attack Power
⦁ Possible formula 1:
⦁ Melee: (Equipment Attack Power + Battle Level + Forte Weapon Attack Bonus + ⦁ Swordplay * 3 + ⦁ Sword Mastery * 1) * 0.95~0.99
⦁ Middle: Equipment Attack Power + Battle Level / 2 + Forte Weapon Attack Bonus + ⦁ Throwing * 4
⦁ Range: Equipment Attack Power + Battle Level / 2 + Forte Weapon Attack Bonus + ⦁ Sniping * 4
Defence Power
⦁ Melee: ⦁ First Aid * 3 + Battle Level + Equipment Defense Power
⦁ Middle: (⦁ Swordplay * 2.5 + Battle Level / 2 + Equipment Defense Power) * 0.8
⦁ Range: (⦁ Swordplay * 2.5 + Battle Level / 2 + Equipment Defense Power) * 0.7




⦁ Possible formula 2:

Attack Power

Equipment Attack Power + Class Bonus + Forte Weapon Attack Bonus + Skill Bonus, where

Equipment Attack Power = Attack power of equipment

Class Bonus = Current Job Class * Job Constant, Maritime Job Constant = 1.1, others = 1.0

Forte Weapon Attack Bonus = Forte Points / 25

Skill Bonus = Related skill rank * 3.2


Defence Power

⦁ Equipment Defence Power + Class Bonus, where
⦁ Equipment Defence Power = Defence power of equipment
⦁ Class Bonus = Current Job Class * Job Constant, Maritime Job Constant = 1.1, others = 1.0
2 Comments
RonH 2 Feb, 2023 @ 1:17pm 
Some of this info is old and flat-out wrong - from my experience:
"Rank 1 and 2 techs, be they Item, Battle or Adventure, the only thing you need is the required skill and weapon to learn the tech." Some of these techs do require certain skills. Refer to http://uwodbmirror.ivyro.net/eg/main.php?id=88882588

"You must defeat an opponent that uses the tech more than once on you." - Not true. An opponent may not use a tech at all and you can still acquire one.

"NB the 5-second-kill-after-tech-use method may increase the chances of tech acquisition, though unproven. As far as I am concerned, techs are obtained when I defeat an NPC no more than 5 seconds after NPCs uses that specific tech." - timing is meaningless.

Most of the info is correct and thorough, however, and I applaud the author for posting it.