How Leveling Works: One Main, Eight Mercenaries, Cap 200
You create one main character and recruit up to eight mercenaries alongside it, per the wiki’s Character page. Battle experience is shared across the active formation, while quest experience lands on the whole formation — why one big hand-in lifts mercenaries who never swung a weapon. If the main falls, a normal battle is lost, so the main’s survival matters most.
Levels alone do not finish a character. The wiki’s Upgrade page lists upgrades at levels 20, 50, 80, 100, 120, 130, 140, 150 and 160, paid with crystals at first and jewels later; mains instead have upgrade quests at 100, 120 and 130, and Jelune notes the 130 upgrade unlocks talents. On the cap, older pages disagree because it moved twice: MassivelyOP reported the rise to 180 in December 2017, then to 200 in January 2019, with 13 new level 170 talents. The game is still live under VALOFE in October 2026 — Inven Global reported the August 2026 collaboration adding the mercenary Eternity, and VALOFE’s September 3, 2026 patch adjusted her — so plan for 200.
Levels 1–100: Main Quests in a Mentor Party
Run the main questline in a mentor party from the start. You can be a mentee from level 1 to 159, and Jelune explains that partying with your mentor doubles quest experience and raises battle experience — even when you fight in different places, so if your mentor logs off, find one who is online. Mentor questing also pays mentee rewards, including Dark Crystal gear Jelune describes as usable from level 1 with level 150-grade stats.
Stack quests before killing anything: Jelune points to Solicitor, Dispatcher and Historia NPCs near main-quest targets, often asking for the same monsters, plus Mr. Camaraderie’s daily sparring quests in Rome, and Dimension Strider Amarieneju near the Rome gate, whose quest pays a very large amount of experience — hand it in with the mentor bonus active. Multi-target mains are fastest: Jelune picks Blademaster, Battlemage, Stormcaller and Huntress, hitting up to three or four targets per basic attack; the Huntress even starts at level 30 rather than 1.
The team alternative is power-levelling at West Atlantis: the wiki’s leveling guide says a high-level carrier can bring a new character to level 95 in under an hour there, and recommends it past 100. Jelune’s warning applies — you arrive with low-level gear, so only take the lift if you can fund re-gearing afterwards. Either way, collect the Ancient Book of Growth chest yourself: the wiki values its item at 50 million experience.
Levels 100–145: Upgrades, Guild Content and Olympus Tower
Past 100, quest experience thins and repeatable content takes over. Do the 100 and 120 upgrade quests as they open — they gate new skills, and 120 lets mercenaries take their own 120 upgrades. Join an active guild: Jelune and the wiki note that Guild Dungeon and Training Center monsters auto-level to your main, and Nation Dungeons auto-level too while paying Nation Tokens.
From level 60, Olympus Tower I is a daily habit: free, 30 minutes, monsters scaling to the highest main in the party, experience that stays good at higher levels (wiki). Jelune adds that most packs are melee, so an upgraded Elementalist with Blazing Earth clears them quickly; centaur packs hide ranged enemies in the back row where that spell cannot reach. Tower V opens at minimum 120 (recommended 135) for 20 million gold (wiki).
At 125 a dense quest pocket opens in Australia. The wiki’s list rates the Hermit of the Blue Mountains chain (level 125, NPC Tenshin) at about 3.08 billion experience across 12 quests, including seven 500 million experience items awarded along the way. It cannot be reset — exactly where a Quest EXP licence belongs.
| Method | From level | What the sources say |
|---|---|---|
| Main quests in a mentor party | 1 | Double quest experience (Jelune); mentee available to level 159 |
| West Atlantis power-levelling | Team route | Wiki: level 95 in under an hour with a high-level carrier |
| Guild Dungeons and Training Center | Guild required | Monsters auto-level to your main (wiki and Jelune) |
| Olympus Tower I | 60 | Free, 30 minutes daily, monsters scale to the party’s highest main (wiki) |
| Olympus Tower V | 120 | 20 million gold fee; wiki recommends it daily over level 130 |
| Hermit of the Blue Mountains | 125 | About 3.08 billion experience over 12 quests (wiki quest list) |
Levels 145–200: Katherine Gorge and the Resettable Chains
The late game is a rotation of chains you reset and repeat. The centrepiece is Katherine Gorge: Jelune lists the chain from level 137, and the wiki’s quest list gives Katherine at Katherine Gorge (level 136, 13 quests) about 4.71 billion experience, with the resettable chain (level 137, NPC Ghera, 29 quests) behind it. Reset it daily: the wiki’s summary puts the reset at 2 billion experience to everyone in the formation, 4 billion in a mentor party and 6 billion with a Quest EXP 2x licence — the reason players under 160 keep a mentor at all costs.
Fill the day around it. From 145 the wiki lists six short daily Lucky Coin quests, which Jelune calls quick and largely AFK-able. Pure Waters opens at 142 as another resettable chain. Tower X (minimum 145, recommended 165, 200 million gold fee) is the floor the wiki calls one of the best places for experience; Jelune suggests partying it first and soloing around 145–150. Bigger chains still pay on the way up: Byzantium Ruins (level 163, Empress Consort Isabella) at about 4.1 billion experience and the repeatable Purify Hall of Chaos (level 170) at about 2.9 billion (wiki). Mob grinding is what none of the sources recommend at this stage.
Boosts: Licences, Lucky Loot and Diary
- Mentor party (to 159): double quest experience and extra battle experience, even fighting separately (Jelune). The biggest boost in the game, and free.
- Quest EXP 2x licence: doubles quest experience for an hour in the lucky-loot version (Jelune), and the wiki shows it stacking with the mentor bonus — save it for Katherine, Hermit and Isabella hand-ins.
- EXP Concentration licence: for one hour, all battle experience goes to one character instead of being shared (Jelune) — how you rescue a lagging mercenary, and especially effective for a low-level character with a high-level partner at West Atlantis (wiki).
- Blessing licence: Jelune’s priority licence — more experience, stronger attacks, better defence, and no gold or experience loss if the main dies.
- Lucky loot hearts: 50 to 500 percent extra experience for 10 minutes (Jelune); different percentages stack, the same one only refreshes. Origin monster information adds a flat 10 percent on that monster.
- HOT floors and Diary: two Tower floors are HOT daily, with more experience and double reward boxes (wiki). Blue Diary items add roughly 3–4 percent of a level per day below 164, tapering higher up (wiki guide).
Events sit on top. VALOFE’s September 3, 2026 notes ran the Golden Acorn Harvest Event with the Hidden Repositorium dungeon and Acorn Treasure Boxes I–VIII scaled by character level, exchanges to October 3, 2026. Worth interrupting the routine for while live.
Common Mistakes and Where to Go Next
- Levelling without a mentor, throwing away double quest experience on every hand-in to 159.
- Power-levelling at West Atlantis with no gold reserve for gear, upgrades and skill books. Jelune notes selling Dark Crystal Enhance Stones from mentee rewards is how new players fund it.
- Spending a Quest EXP 2x or Concentration licence on ordinary grinding instead of chain hand-ins and Tower sessions.
- Letting upgrades lapse. The Upgrade button on the Character Information sheet shows the crystals or jewels the next upgrade needs (wiki).
- Enhancing Dark Crystal weapons past +6 casually. Jelune warns they then gain durability, can break to zero and become dead weight until an expensive repair, unless pushed to +10.
Funding the formation is covered in our Atlantica Online farming guide. Weighing sellers instead? Read how to buy Atlantica Online gold safely, compare options on the Atlantica Online page, and never hand over your account login.
Frequently Asked Questions
What is the max level in Atlantica Online?
Level 200. MassivelyOP reported the cap rising to 180 in December 2017 and then to 200 in January 2019; Jelune’s guide, updated September 2020, also lists 200 as the cap. Guides that stop at 180 predate the 2019 raise.
What is the fastest way to level in Atlantica Online?
Quest the main storyline in a mentor party for double quest experience to level 159, add Olympus Tower I from level 60 and Tower V from level 120, and from level 137 reset Katherine Gorge daily. A high-level carrier at West Atlantis can take a character to 95 in under an hour, per the wiki leveling guide, but you must fund the re-gear yourself.
How do I catch up a mercenary who is behind?
Use an EXP Concentration licence, which sends all battle experience to one character for an hour, and spend experience books on the mercenary — Olympus Tower XIV’s Minotaur boss, per the wiki, drops books worth 1.5 billion experience to one character or 300 million to the full formation. Mercenaries summoned from marbles also arrive levelled to your main, up to level 120, per Jelune.
Sources
Checked October 16, 2026. Game systems change with patches, so confirm numbers in game.
- Jelune: guide for new and returning players (updated September 2020)
- Atlantica Wiki: Leveling Guide (mirrored copy)
- Atlantica Wiki: Olympus Tower
- Atlantica Wiki: Upgrade
- Atlantica Wiki: Character
- Atlantica Wiki: License
- MassivelyOP: level cap raised to 200 (January 2019)
- MassivelyOP: level cap raised to 180, free level 130 characters (December 2017)
- VALOFE patch notes, September 3, 2026
- Inven Global: Atlantica Online x Last Origin, Eternity mercenary (August 2026)