Alliance - A group of up to 5 teams (sometimes abbreviated 5TA) that are unified in Atlas so that they are not hostile to each other and can potentially help with each other's interests. They show up as colored Yellow unlike team mates which show up as Blue and enemies which show as Red.
Army - A Primarch and its Troops.
- Stores & transfers resources.
- Tax rate can be set at the bank by the Team Leader, Officers, Governors, and Bankers.
- Tracks transaction history in the Ledger.
- Increases how much gold is rewarded from gold mine and beast attacks.
- A Banker can be appointed to operate a bank’s functions.
Barracked Troops - Troops stored in the barracks (not on a primarch) cannot be attacked by others
Barracks - A protected ‘area’ in atlas which stores your inactive (not assigned to a primarch) troops. This protects them from attack and allows for them to instantly be assigned to a primarch when they are needed.
Beasts - Creatures roaming the world of Atlas that can be attacked for varying amounts of Dragon XP, Gold, and Crafting Shards.
Blockade - Represented by a big red ring around a castle, and requires at least a level 1 Fort to function. A castle’s Blockade can prevent enemy Primarchs from freely moving past them. They delay enemy Primarchs for some amount of time based on the Fort's level. Once trapped in a Blockade, a Primarch can only be freed by conquering the castle, triggering the shield of the enemy castle, or simply waiting out the timer. Safe Passage is automatically granted to alliance teams and can be granted to other friendly teams so that Blockades won't affect them.
Bullhorns - These items are worth 4,000 additional more farmers (hats) to help train Troops. Since Farmers accumulate like energy, using too many of these to build Troops in a short period of time (24 hours) will result in each Bullhorn granting fewer and fewer Farmers. Can be purchased for 600 Diamonds each if you do not have enough troops and bullhorn available when training/reviving troops.
- The castle normally refers to the collection of usually team-ownable buildings present in every Region. These sub-buildings include the HQ, Bank, Fort, Tower, and Refinery.
- Castles are the team-ownable nodes on the map. Exceptions are castles in the Safe Zones (neutral areas with level 1 castles that don’t contain Infrastructure) and No Man’s Lands (red PvP areas) whose castles cannot be conquered.
- Usually 2-5 per Region
Castle Guards - Defensive Troops that are hired to protect the Fort by the Marshal (or a team leader/officer). These Troops cannot be transferred off the castle, and only serve as a defensive buffer to protect the castle from being conquered. They require Team Glory to hire and do not belong to any one player.
Castle Shield - A protective mechanism on each castle with a built fort. The shield is automatically triggered once a certain number of a team’s troops (or castle guard) on the castle are killed. While a castle shield is active, there can be no attacks on the castle or it’s primarchs.
- Visualized as a road which connects two Castles.
- Chokepoints indicate paths where you can hop from a friendly/uncontested castle to a hostile/contested one.
Cooldown (of a Castle Shield) - After a castle shield is activated for a duration, the shield function will go into cooldown for a set amount of time, preventing the ability to stop further attacks on the castle during its’ cooldown.
Conquer (a Castle) - Once enemy primarchs and castle guards have been cleared from a castle (so that the conquering primarch has more troops than any one other team on the castle), a castle can be conquered by an attacking team. The attacking team then takes possession of the castle and the old castle infrastructure is returned to the previous castle owners.
Crafting Shards - Special building materials earned through various functions in atlas: attacking beasts, atlas event prizes, atlas quests. These materials come in 5 elements and can be used to craft or level armor for dragon riders in the forge.
Diamonds - A currency in atlas which is the equivalent to rubies in the main game. They can be used for many purposes including- but not limited to- speeding primarchs, speeding infrastructure upgrades, buying glory for primarchs or riders, resetting riders’ skill trees.
Elite - Similar to main game elite in that it gets you special perks to make advancing easier than without. Some of these perks include increased farmer regeneration, increased farm mill capacity, increased gold and crafting shard payments from attacking beasts, increased troop training and revival speeds.
Enfeeble - Controlled by the Scholar (or team officers and leader) from the Castle Tower. Allows the reduction of tower level of an enemy primarch on the castle by a certain percentage for a certain amount of time depending on the Castle Tower’s level.
- Allows management of Castle Guards, Castle Shields, and Free Passage
- Owning forts increases the daily Tribute a team earns, and the types of Tribute that are available.
- Team Glory and Castle Guards are shown here.
- Glory is only earned from losing and killing troops.
- The amount of Glory earned is based on how many Troops are killed and lost.
- Glory scale is based on the difference between the highest attacker (including assist) and the main defender (the base that you are attacking) as well as the team power rating of both sides (except when attacking on No Mans Land where team power rating is ignored).
- Glory earned is different from Glory scaling, but are related to each other. If you earned 1000 Glory and the scale shows as 50%, your final glory will be 500 instead of 1000.
- No Glory is earned from attacking Beasts because you don't lose troops.
- Rider Glory is earned for being the main attacker or the one being attacked inside Atlas. Backers do not earn any glory as they are not the one losing troops.
- When attacking, rider glory is given when you use a dragon rider bonded to a dragon.
- When being attacked, rider glory is given to the rider bonded to a dragon that is placed on a Perch Building.
- Primarch Glory is given to primarchs used in battle.
- Rider Glory (divided among the number of riders used) and Primarch Glory are not shared–each earns the same total amount of Glory.
Gold - earned by attacking beasts. You currently get 30 bonus multipliers for gold each day (Resets at 12:00 AM PT). Like daily XP multipliers on dragons, these decrease with each successive attack. Does not reset upon purchasing Atlas Elite.
- Your Home must be a Castle your team owns or a neutral Castle.
- The Home designation can be changed at any time.
- When you collect troops which have finished training, they will show up at your home (or at a Primarch at your home, if you have selected a Primarch there when you collect the troops).
- Determines the max level cap of other Infrastructure buildings on the castle.
- Infrastructure Storage can be accessed here.
- Upgrade your HQ(s) to earn more bonus XP for your dragons when you attack Non Safe Zone Mines!
Hunt Power - This is a rating that determines if a Primarch is powerful enough to attack a Beast. It is calculated from a Primarch’s tier, level, and the number of troops it’s holding. Every 1 Troop on the Primarch grants an additional 0.5 Hunt Power.
Influence - Atlas's team ranking system for Seasons. Influence is a product of your team's total Troop count and the level of the castles your team owns. No longer factored into Glory calculations (See Team Power).
Infrastructure - The 6 components that make up a castle’s functions. The HQ, Fort, Tower, Bank, Refinery, Barracks. These are leveled by the team and independent to each castle. When a castle is conquered or surrendered, the infrastructure returns to the team’s storage and can be used on a new castle.
Ledger - a player-visible record of all transactions modifying the team bank’s balance. There is a list of individual transactions and a weekly summary (totaled per player). Can be accessed by: Tapping a castle that you own > Manage > Bank Infrastructure > View Ledger
Lockdown - When a Primarch (carrying 5k or more troops) is currently occupying a castle that location is said to be “on lockdown”, and no enemy Primarchs can use its functions. You will need to clear off all enemies before the location’s regular functions can resume.
Marshal - The Fort’s executor. Can manage the local Free Passage list, Blockades, and Castle Shields. What is worth noting is that there is a 12-hours (43,200 seconds) cooldown between one Marshal assignment to the next, making the Assign button greyed out until the cooldown expires, even if the Marshal leaves the team and the Marshal position is empty.
Mega Alliance - An “unofficial” larger alliance than the standard 5TA. Often consisting of several 5TAs operating under a shared set of rules towards the same goal.
Perma Loss - Every time you lose troops, a certain percentage are permanently lost and are unable to be respawned. If you lose more troops than there is capacity for in your hospital, any extra troops will also become permanently lost.
- Primarchs are organized into a Tech Tree starting at Bronze Tier, progressing up from there with later tiers to be added in the future.
- Primarchs must be researched before they can be summoned, and can be leveled-up by players.
- Researching a Primarch is like a spell–you'll need to re-summon that Primarch to gain its new stats and level because the existing Primarch is the old one.
- This player-controlled unit can be moved around the map (it is the only kind of unit players can move around the map). When a Primarch has been summoned, we refer to the combined Primarch + Troops as an Army.
- Primarchs can fight each other and kill each other’s Troops.
- Troops must be assigned to Primarchs; if all the troops are killed or reassigned, the Primarch will fly away and have to be re-summoned by the player.
Region - a collection of Castles in a contiguous geographic space. Armies can move point-to-point anywhere in a region almost instantly, but cross-region travel through chokepoints takes a few minutes.
- A player may only hold one Role per Castle.
- A role-holder is also called the ‘Executor’
- Each infrastructure building has one Role
Safe Passage - Set by the Marshal (,team officers, or leader), and allows specified teams to move unhindered through a Castle when traveling through.
- Sometimes used interchangeably with the term Free Passage
- Siegers are powerful offensive prims with high attack rating, just be wary as they have low defenses
Summon - the process for forming an Army by creating a new Primarch in the world (must be of some class the player has researched).
- A newly summoned Primarch starts with 1 Troop.
- Transferring of troops is only available once it finishes the summoning process.
Surrender (a Castle) - A team has the capacity to surrender control of a castle to an allied (5TA) team. This results in reduced earning of glory on that castle, by the owning team, for the remainder of the Atlas season.
Tax - Amount of Gold deducted every time a player attacks a Beast. If the home base is set to Safe Zone, 10% is the default tax. If on an owned Castle, it is based on the tax adjusted by the Banker/Governor/Officer/Leader.
- Once the Bank is full, the tax will not be implemented on any attacks made by the player's teammate or it will be set to 0% until someone takes some gold from the Bank that would reset it back to the designated tax rate (15%, for instance).
- This also applies to a team that loses the last castle that they have, they will be taxed by their invisible Bank until it is full. Once full, no tax will be applied and the next time they get a castle, they will have a full gold Bank + extra capacity for increasing the level from 0 > 1.
Team Glory - Used by Marshals (Team officers, or a Leader) for hiring Castle Guards at the Fort. 1 Point of Team Glory is earned for your team for every 1 Point of Personal Glory you earn from killing enemy Troops (except when killing enemy Castle Guards). Your team's total Team Glory can be found in the Fort.
Team Power - A rating based off of your team's aggregate dragon power for the purposes of calculating Glory earned. Your team's Team Power is determined by the sum total of each member’s highest-level dragon attack power divided by 1,000:
- Team Power = sumForAllMembers (highestDragonBaseAttackPower) / 1,000
- Grants bonuses to reduce Troop training/revive time.
- Allows your team to use "Enfeeble", which reduces the tower levels of an attacker on your castle for a short period of time.
Transfer Troops - Every day a player can choose to transfer 400 troops to another teammate’s primarch of their choice. Both the recipient and player initiating the transfer must be on the same castle to do so.
Tribute - Each day, every member of your team can collect a daily reward if you own at least one castle. Different Forts contribute up to three bonuses for Daily Tribute: Expedites (clocks), Troops, or Breeding Tokens. As long as your Forts contribute to the specific type of tribute, you can choose ONE of the tribute types to collect each day. You need to choose one of the 3 tributes before the claim button appears.
Troops - Primarchs will only fight for you as long as you give them an army. Troops are trained from the Drawer (at your Home). A fraction of troops which are killed may be revived for drastically less time and fewer resources. You can only have a limited number of revivable troops on hand at once. Once it reaches the cap, troops lost will be permanently lost until you revive more troops. Increases as you level up. For more questions about troops, visit the article Other Troop Questions.
Upkeep - A weekly payment of gold required to keep Gustav from conquering your castle (losing your castle).
Upgrades - Each of the 6 castle components can be upgraded with gold to provide greater bonuses and buffs.
Vault - short for the Team Bank Vault. It’s a storage hut-like area for storing resources. That is, it has space to store a finite amount of each resource type (like the core game silo, the limits for each resource type are completely separate from each other). Use the Vault to store gold to pay for Castle upgrades, Upkeep, or to protect food and wood from raids before a Fortification or Feeding event!
NOTE: Terms contained here may change between updates, so please let us know if you see something that does not quite match what is in-game!