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👑 Ivy

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  1. Upvote
    👑Ivy got a reaction from 🎶danilo227 in I'm no SSR, but we need new SSRs.   
    I'm willing to cool you down if you get burned, just sayin'. 
    naw, i do agree on it. why even have a 'retired staff' group as well if there's little staff actually left too...
    As i said before, it just means this place needs more delegates.
    some tidbits from when the website was still white background kinda shows too (like the copy mml button on submissions), but as far as i'm concerned, it's very minor compared to staff shortage.
    we need more crafters in da house, get my drift?  (staff. staves. yeah its just late dont mind me)
  2. Upvote
    👑Ivy got a reaction from 🎶Telmes in I'm no SSR, but we need new SSRs.   
    I'm willing to cool you down if you get burned, just sayin'. 
    naw, i do agree on it. why even have a 'retired staff' group as well if there's little staff actually left too...
    As i said before, it just means this place needs more delegates.
    some tidbits from when the website was still white background kinda shows too (like the copy mml button on submissions), but as far as i'm concerned, it's very minor compared to staff shortage.
    we need more crafters in da house, get my drift?  (staff. staves. yeah its just late dont mind me)
  3. Upvote
    👑Ivy got a reaction from 👑opalthira in Skill resets Question   
    If you use an all-skill reset, youll only have to rerank the skills, no need to work on the reqs again.
    and if you got any master titles, you get them back when you rank the skill again to 1.
  4. Upvote
    👑Ivy got a reaction from 🚩ADirtyCouch in Skill resets Question   
    If you use an all-skill reset, youll only have to rerank the skills, no need to work on the reqs again.
    and if you got any master titles, you get them back when you rank the skill again to 1.
  5. Upvote
    👑Ivy got a reaction from CoffeeBird in Hello, CoffeeBird here.   
    Welcome!
    For starters, you should take a look at basic music theory stuff and notes; the mml page of the mabi wikia already has some good info to get started!
    Learning to read music sheet may also come in handy at times, if you're willing to. Or you can just hunt midi files people have made instead and tweak them around, OR if you feel doing hardmode, you can write down the songs manually by ear in 3mle. Good musical ear preferred, tedious, but rewarding!
    Aside from that, usage of 3mle is somewhat simple when you get to it. Besides writing down the code in it, most of its use is to import/export code, or importing MIDI files. ctrl+k shortcut will let you see a keyboard if that's more your thing.
    Have a nice time here :>
     
  6. Upvote
    👑Ivy got a reaction from 🎶Telmes in Hello, CoffeeBird here.   
    Welcome!
    For starters, you should take a look at basic music theory stuff and notes; the mml page of the mabi wikia already has some good info to get started!
    Learning to read music sheet may also come in handy at times, if you're willing to. Or you can just hunt midi files people have made instead and tweak them around, OR if you feel doing hardmode, you can write down the songs manually by ear in 3mle. Good musical ear preferred, tedious, but rewarding!
    Aside from that, usage of 3mle is somewhat simple when you get to it. Besides writing down the code in it, most of its use is to import/export code, or importing MIDI files. ctrl+k shortcut will let you see a keyboard if that's more your thing.
    Have a nice time here :>
     
  7. Upvote
    👑Ivy got a reaction from 🌟Yasuno in Hello, CoffeeBird here.   
    Welcome!
    For starters, you should take a look at basic music theory stuff and notes; the mml page of the mabi wikia already has some good info to get started!
    Learning to read music sheet may also come in handy at times, if you're willing to. Or you can just hunt midi files people have made instead and tweak them around, OR if you feel doing hardmode, you can write down the songs manually by ear in 3mle. Good musical ear preferred, tedious, but rewarding!
    Aside from that, usage of 3mle is somewhat simple when you get to it. Besides writing down the code in it, most of its use is to import/export code, or importing MIDI files. ctrl+k shortcut will let you see a keyboard if that's more your thing.
    Have a nice time here :>
     
  8. Upvote
    👑Ivy got a reaction from KaiserBeats in Rythm Master KaiserBeats is Here~   
    Sounds groovy! 
    As far as i know, you don't have to use all that fancy coding to let us see the video; just paste the url.
    Welcome to mabibeats!
  9. Upvote
    👑Ivy got a reaction from 🎶Viersell in Adrian Von Ziegler - Moonsong   
    I would like this to be made for a harp solo, and for it to be as close to the original as possible:
     thank you for your time.
  10. Upvote
    👑Ivy got a reaction from sans in Ivy's Skill Guide To: Bard   
    Please note that this guide assumes you already know about Combat Power (CP) and basic information regarding player stats. If you don't, I recommend you first take a look at Falaflame's guide, or the Mabinogi Wikia.
     ( Bits of information and pictures also used from the Mabinogi Wikia are included in this guide.)
    1. Overview
    The bard skillset is mainly a support class. With a variety of skills that are focused on party-strengthening effects, a bard's best asset is, of course, their instrument. A bard that knows how to help their teammates with high-ranked skills is a strong asset in a party, if not a necessity. A bard will most often aim to get as much bonuses for music buff effect, buff duration, or enhanced effects for certain skills.
    Otherwise, the skillset enables you to compose and play your own music in-game via Score scrolls, which have a limited use and are only tradable from player to player.
    Let's have a look at the different skills this class has to offer :
     
     Dischord : Probably one of the most useful skills of the class, as well as the only offensive one. The player whacks their instrument on the enemy's head, making the instrument play a note as it does so. The enemy gets some damage dealt over time and a speed debuff, all for a few short seconds.
     Lullaby : The most useful skill. As its name states, it ''lulls'' the enemy to sleep, rendering them immobile for a duration that lasts longer the higher the rank. It also makes the enemy monster more vulnerable to attacks.
    *Beware though, you can only use the skill once per monster, and some very strong monsters, like Girgashiy, are immune to the skill.
     Enduring melody : Strengthens the affected players with bonus Defense, Magic defense, Protection, Magic protection, as well as Mana and Stamina restoration. It is particularly useful to help restore MP and Stamina, if used along with Fantastical Chorus.
    *Pet clouds's stamina regeneration, as well as Rest stacks over the skill's stamina regeneration, and thus makes it even easier to recover a lot of stamina quickly.
     Battlefield Overture : Augments the affected players's Minimum and Maximum damage, and provides them with a bonus in critical hit percentage for a short duration.
     Harvest Song : Gives bonuses towards Gathering speed, Gathering success rate, and production. The better the rank, the greater the effects will be.
     Vivace : Quickens up Magic casting speed, Alchemy charging speed and attack speed of players affected.
     March Song : Boosts the affected pets and players's running speed. The higher the rank, the greater the boost.
     Enthralling performance : For use with an instrument. to entice a nearby animal or Fomor. The creature will then follow the player. The number of monsters enthralled depends on the skill's rank and well as the CP of the player. Additionally, the instruments the player can use with the skill depends on the skill's rank as well.
     
    Ranks F through A may only use wind instruments. Ranks 9 through 6 may use wind and string instruments. Ranks 5 through 1 may use wind, string, and percussion instruments. Bass Drum, Music Bottle, Cello, Piano, and all Microphones cannot be used with Enthralling Performance regardless of rank. *Having a player that is using enthralling performance is usually the best way to train some skill requirements where a player needs to hit multiple enemies at once.  Playing instrument : Allows the player to play an instrument. By playing an instrument near a homestead field, a time reduction bonus can be given to harvest crops faster.
    At Rank 9 and beyond, the player can use Magical music with magical Score Scrolls.
    The effects can be either:
    Status Boosts
    Str, Dex, Int, Will, or Luck. The status boost is of a random numerical amount each time the scroll is used; however, the upper limits will increase based on the player's rank of Playing Instrument. The boost dissipates very quickly if not being continuously renewed by the song. Although the maximum status increase due to music is high, reaching that amount is rare (i.e. At rank 4 Playing Instrument, it is not normal to initiate a status increase above 7). Playing Instrument Rank
    9
    8
    7
    6
    5
    4
    3
    2
    1
    Stat Boost (0~#)
    1
    2
    6
    10
    12
    15

    Healing Music
    When active, will heal either Life, Mana, or Stamina at a set rate for all party members. As with other magical music, the healing occurs at the listed rate once every 10 seconds while playing the song. Maximum healing rates will increase based on the character's rank of Playing Instrument. Playing Instrument Rank
    9
    8
    7
    6
    5
    4
    3
    2
    1
     % Healed (0~#)
    2
    3
    4
    5
    6
    7
    8
    9
    10
    At Rank 5 and beyond, the player can use Special magical music with magical Score Scrolls, with chances of effect being :
     
    Berserker :
    Gives Outraged status. Makes anyone affected by the status unable to use the Defense skill. Causes all party members to exhibit 100% auto-defense rate towards all attacks, including skills which normally ignore passive defense such as Shadow Spirit. The player may still be forcefully knocked down by attacks such as Smash and Magnum Shot. Does not reduce damage from attacks received. Lasts for the duration of the song but is reapplied to party members within range every 10 seconds. Failure will give the Weakness status, shown by a dark cloud over party members, for one full hour, real-time. A successful play will override the Weakness status. During this, any attack made by the player will not stun the target at all as though the target has the outraged status. Attacks that knock down the target will still do so.  
    Peaceful :
    If successful, cancels aggressiveness on active monsters. A failure will cause all the neutral and enemy units within a set range to become aggressive. Animals with aggro AI, like dogs, will also attack if the song fails. The aggressiveness of the monsters only applies to members of your party. When the scroll is used, the effect will apply once, 10 seconds after the start of the scroll. A scroll with this effect will be labeled "Music of Peace." Sharp aiming
    Increases aiming speed of ranged attacks by 120%. Only works on stationary targets. A scroll with this effect will be labeled "Max Accuracy +" Fast Casting
    Reduces casting speed of magic spells to 90% of the original cast time. A scroll with this effect will be labeled "Magic Summon Speed +"  
    Note that pets are not affected by those scrolls, unless a player is logged in as one.
     
     Musical Knowlege : Gives the player better chances at achieving inspiring performances. Also determines the score scroll's rank.
     Composing : Enables the player to write down MML songs on a scroll. The note length gets longer the higher this skill is ranked up. At Rank 1, a scroll can have 1200 characters in the melody, 800 in the first harmony and 500 in the second.
    A fourth slot was created during Diva's bard update to accommodate songs, and is only used for that purpose. The song skill or Fantastic Chorus must be used in order to be able to hear any code input in that area.
    With the Music Q update, you are also able to write down songs on free music score scrolls, which only have 20 uses compared to the ones you can buy or obtain from the Musical dungeon.
     
    Diva Skills (Not adding to Bard Talent experience if ranked) :
     Song : The Microphone equivalent to Playing instrument. Obtaining Rank 5 enables the player to use music buffs without an instrument. Enthralling performance and dischord does not count, as they are not buff skills. The player's gender will affect the 'voice' of the skill.
     Fantastic Chorus : Needs the player to have an instrument or a microphone equipped to use. Has two effects, depending on the skill used to activate it. Duration, buffs, as well as the circle's width are affected by rank. The player's gender also affects the 'chorus voice' of the skill.
     
    If Enduring Melody/March song /Harvest is used, the Life Anthem will be played.
    Life Anthem: All nearby party members and pets will receive a regeneration bonus for Health, Mana and Stamina at a set rate based on the skill's Rank.
    Meditation does not halt nor reduce the Stamina regeneration rate from Life Anthem. Life Anthem can slow down HP loss from Dark Knight's Disarm phase, albeit at a minimal rate. Pets are only affected if their owner is in a party. Summoned Golems, Summoned Golems, Colossus Marionettes, and Pierrot Marionettes are unaffected by the HP recovery buff. Life Anthem creates a green circle.  
    If Battlefield Overture/Vivace/Lullaby are used, the Sorrow Sonata will be played.
    Sorrow Sonata: All nearby enemies will receive a reduction to Strength, Dexterity, Intelligence, Will, Luck, Movement Speed, Attack Speed, and Skill Loading Speed.
    Sorrow Sonata creates a red circle. Multiple Sorrow sonatas and Life anthems can't be stacked. However, one of each can be, which will result in a Yellow circle.
     Encore : Resets all current cooldowns on Music skills. Can be used even if the player isn't holding an instrument.
     
    Actions related to the skillset
    Jam session : While being an action, it enables a party of players in a jam band to perform a song together if they have the score scrolls of the song equipped. The party members use the skill first, then the leader starts the song.
    Chorus : The song version of Jam session, and can be used along with it.
    Performance : Sets up a donation box whenever the player is using Playing instrument. It once had its use, but nowadays you'll rarely find someone willing to give you some gold for a performance.
     Freestyle Jam:  Obtained through equipping any instrument.
    The user plays an instrument with the current scroll equipped. Once the Jam is started, a countdown from 4 will repeat until F1 is pressed. Note that the song will never mess up in this mode.
    Pressing F1 when the circle turns red performs a flawless spin. Messing up causes the player to perform a more awkward, tumbling gesture. During Freestyle Jam, a glowing treble clef appears near the host. Other players can click on this symbol to join in.
    In order to play the same song as the one hosting, players must not have any scrolls equipped. Players can also join with empty hands to play air guitar, though this is only for appearances, as the player joining in such a way will not contribute any sound to the jam.
    A WASD mini-game appears during the jam.
    Freestyle Jamming in specific locations or with certain pets summoned can produce special effects after a combo is completed.
    2. Goals : Master or Usefulness first
    Why are you taking on Music? To get it to Master level as fast as possible? Or for its usefulness?
    If you plan on ranking the bard talent for usefulness/combat, the main skills you'll need will be these :

    On the opposite, these are the skills you'll want to rank to reach master as fast as possible :

     
    *Note that Playing instrument is there since you need it ranked to get both March song and Vivace.
    Training tips:
    For song, you can stop at Rank 5, unless you want full music buff bonuses to be on par with playing instrument. Harvest Song is there only if you want to be able to provide gathering buffs. Playing instrument and Musical knowledge should be kept one rank apart to make training easier, with Musical knowledge being one rank above Playing Instrument's and Song. This will ensure better chances at great successes/inspiring performances if you make your own blank scrolls for training. You can also do Barry's part-time job in Belvast for guaranteed successful performances, no matter your rank. You can train the requirement ''Give a buff to a party member'' by having one of your pets out while in a party. Note: No one likes to hear someone Afk-playing to train their skills. If you plan on training, do it somewhere with no people, or in your homestead. The world is big, and you don't need to train in dunbarton and force everyone to hear you fail!
    3. Weapons :
    If you plan on going into battle with an instrument, Lutes and Mandolins are cheap instruments that do a good job early on. If you have the funds to obtain a battle mandolin, even better. You can either obtain one from players or by doing Barry's advanced part-time job in the Belvast pub, which rewards a random instrument (not counting microphones, guitars and pianos.).
    Lutes and mandolins are better in the sense that they are normal-speed weapons. The Bass drum is a Stronger alternative, but it is very slow and your hits might not always land if you face fast opponents, so i wouldn't personally recommend it for battling. However, it is ultimately up to you.
    You can think of the Bass drum to be the Wooden club of the Warrior talent, while Lutes and mandolins are your average Fluted short sword.
     
    Bass Drum : Very slow, 9-26 Base Damage
    Lute : Normal, 4-7 Base damage
    Mandolin : Normal, 4-8 Base damage
    Battle mandolin : Normal, 4-10 Base damage
     
     
    3.5. Demonic Weapon :
     
     Demonic Gloomy Sunday : 5-12 Base Damage
     
    This is pretty much the best weapon a Master bard can get currently in-game. It is obtainable either through Carpentry, or by doing Saga season 1 episode 5. You get more chances to obtain it if you do the episode on a daily day, which is either Wednesdays, Saturdays or Sundays.

    It is also the most costly of instruments to repair, as with any demonic weapons, so keep that in mind.
    (See the Enchant section below for more regarding that topic.)
     
    Best Upgrade Sequence: Break Gloomy Sunday Seal  (Endelyon, Walter, Art)
    Other than that one, the usual upgrades for mandolin are applied.
    Gem upgrades : Music buff Effect +2 (Any general shop) Special upgrade : Red Stones.  
    4. Enchants
    Please be reminded that if you fail the enchantment, any enchant of Rank 5 and above will result in destruction of the equipment you are trying to enchant.
    This is a purely optional step, however if you do desire more buff effect bonus as a bard, here are some enchants that might help you.
    Make sure to read up on the Mabinogi wiki as well for further information on those enchants, as well for those not listed here.
     
    Prefixes :
    Andante : Rank D
    Obtained From : Completing Yvona's Battlefield Overture quest
    Moderato : Rank A
    Obtained from : Trade assistant imp, 800,000 ducats
    Allegro : Rank 5
    Obtained by completing the March Song quest
    Encore : Rank 5
    Obtained from : Giant alligator raid, White dragon raid, Magic school uniform M (From White dragon Raid)
    Solo : Rank 5
    Obtained From : Secret of Scathach caverns Lord mission, White Dragon Raid, Desert Dragon Raid
    Suffixes :
    Engineer's : Rank 9
    **Due to the fact that it can be used on any equipment, it is particularly useful to put it on a Gloomy Sunday, or any costly equipment, as it cuts the repair fees of 50%.
    Obtained from :Emerald Bison, Hillwen's Nightmare Event
     
    Chord : Rank 8
    Obtained From : The Other Alchemists Adv., Hard, Elite); (Alban Knights Training Grounds Hard S Rank) 
    Opera : Rank 7
    Obtained From : Broad Stick (Ciar Normal Hardmode Reward) 
    Rythm : Rank 4
    Obtained From : (The Sulfur Spider inside Shadow Realm, Hard, Elite, Peaca Abyss) 
    Orchestra : Rank 2
    Obtained From : (Tara Auction House, Desert Dragon)
     
    5. Titles
    Last of all, as you keep on training, there will be a time where you will earn master titles when you complete the Rank 1 training requirements.
    For the Bard skillset, though, there aren't any master titles for Musical knowledge and Composing as of now.
    The most useful are :
     
    The Maestro (Music buff effect +5) : Reach Rank 1 in Playing Instrument, Lullaby, Battlefield Overture, Enduring Melody, March Song, Vivace, Harvest Song and Enthralling Performance.
    The master of Lullaby (Lullaby Effect +8)
    The master of Battlefield Overture (Battlefield Overture Effect +8)
    The master of Enduring Melody (Enduring Melody Effect +10)
    The master of Harvest song (Harvest Song Effect +10)
    The master of Vivace (Vivace Effect +10)
    The Fantastic Chorus master (Fantastic Chorus Duration +5 seconds)
     
    Among those master titles, there is also a variety of second titles that are obtained through events, title coupons or vouchers. Like with normal titles, Only one of those may be equipped at the time.
     
    Second titles that can come in handy :
     
    Starlet : Max ATT +10, Music Buff Skill Effect +8, Magic DEF +10,Magic Protection +6
    Yvona : Music Buff Skill Effect +8
    Hamelin : Max HP +30 Max MP +30 Music Buff Skill Effect +2
    Effie : Max Damage +8, Music Buff Skill Effect +2
    Ailla : Defense +6 Protection +7 Music Buff Skill Effect +2
    Kaito : Magic Attack +8 Music Buff +3
    Kagamine Rin : Protection +3% Music Buff +3
    Kagamine Len :Critical +2 Music Buff +3
    Hatsune Miku : Maximum Damage +5 Music Buff +3
     8th Anniversary Fantasista: Max Attack +20, Magic Attack +6, Water/Fire/Wind/Clay Alchemy Damage +8, Music Buff Skill Effect +2, Magic Defense +4, Magic Protection +4
    Pianissimo: Music Buff +7
     Forte: Music Buff +8
     Fortissimo: Music buff +9
    If there is anything i have forgotten, or that you would like me to develop further, please state so, as this guide will serve me as model for future guides, please!
    I'd like to note that i am not too knowledgeable on reforges, and since they're a pay-to-be-OP thing, i won't address them, unless for archery.
  11. Upvote
    👑Ivy got a reaction from 🌟Yasuno in [Fulfilled] [Undertale] Battle Against a True Hero (Intense Version)   
    I shamelessly copied and adjusted the beginning of the song from Couch's jam, and cut more around the rest of the song instead of the part you wanted.
    For two pianos, part one:
    Second part:
    I can also make a version that starts with the part you want, if you wish?
     
  12. Upvote
    👑Ivy got a reaction from Sykes in Mabinogi Songs   
    Samhain title for harp. Got the source code from Kr mabinogi website, but i adapted it to better use the Harp's range than the original did.
    Don't optimize the song, because of how octave 0 works.
    I'll wait until the website gets updated with the harp to submit it.
  13. Upvote
    👑Ivy got a reaction from Koumiki in I can't log into my character. ;A;   
    you could try changing the channel you try to log into as well.
  14. Upvote
    👑Ivy got a reaction from latias1236 in Mabi Character Drawings   
    One of my characters / 1/2 of main mabi OCs, Iua.

    By yours truly, drawn in drawpile.
  15. Upvote
    👑Ivy reacted to Fumikazu in Hello All   
    Thanks for the welcomes. Makes me feel better about posting. c: I hope I'll enjoy my time here and try to submit some of my songs here in the future. :3
  16. Upvote
    👑Ivy got a reaction from 🎶Atropos in MML troubles   
    What you can do in 3mle, from what i can gather from your explanation, is to just open new windows and manually copy/paste the parts you want in that new window and tweak it around?
    However, you CAN copy/paste bits into another section, it just requires you to know exactly what you are doing and to keep track of it. Then removing the parts replaced accordingly all through three tracks as well.
    You can edit the code in the window as you want for better legibility as well, since when you'll export the mml, all spaces and breaks will disappear since the program only takes the source code.
    It's a little hard to do (and time-consuming depending on how hard the song is), but definitely doable. Keep a backup of your original in case you mess up somewhere as well, and save often when you get it to sound ok.
  17. Upvote
    👑Ivy got a reaction from 🌟Yasuno in Mabi Character Drawings   
    One of my characters / 1/2 of main mabi OCs, Iua.

    By yours truly, drawn in drawpile.
  18. Upvote
    👑Ivy got a reaction from solodrake in New title version~   
    To be honest, dunbarton's bgm kinda sucks, so its always turned off for me. but whenever i go run karu dungeon, rundal, or g19 stuff, i leave it on. It's really worth it.
    Saga's bgm wasn't that bad as well, and they hyped it up for season 2. Sure, they reused some music, but...
    Taillteann's bgm is also the best one out of the uladh towns.
    and if you didn't yet, you should leave your bgm on in shyllien and hillwen (at the lower levels). 
     
  19. Upvote
    👑Ivy reacted to 👑Pokemonher01 in Writing from music sheet into mml guide   
    I don't think this is really the right way to start. Personally, I believe the best way is to give someone a visual to help them read music.
    That is why I recommend this link
    https://upload.wikimedia.org/wikipedia/commons/thumb/d/d3/Bass_and_Treble_clef.svg/2000px-Bass_and_Treble_clef.svg.png
    It's very useful in the sense that it teaches people the name of the notes and the octave they're in.
    I also like using this one to teach because it teaches note values
    http://bunewmedia.net/youngmusicians/wp-content/uploads/2013/04/notate10.gif
    You already showed them the note value but this is more Visual reference in the 4/4 Time.
    (Notes that fit in a measure/ the value of notes)
    3/4= 3 quarter notes per measure
    5/8= 5 eighth notes per measure
    If you have questions you're free to contact me.
    Also here is to help with sharps and flats
    http://www.pineviewchoirs.org/uploads/1/7/2/9/17292140/6001963_orig.jpg
    Essentially, I give this one for in some music you might see in a Key signature you might see there is a C# in it. A composer might do the lazy way and put a B# when they want a normal C instead of a C(Natural Sign).
    Again I will explain but note that in that picture it shows all Flats and Sharps so you have to pay attention to the black keys as well.
  20. Upvote
    👑Ivy reacted to 🎶WinterWyvern in Writing from music sheet into mml guide   
    The Guide


     
    Nothing too much to ask, just start taking piano lessons and you are well on your way to writing mmls


     
    Will continue updating or fixing stuff up if people spot mistakes etc.(my music theory is a little hazy)


     
    Jokes aside this is just my style of writing 3ML by looking at a music sheet; it most likely is different from most mml writers in the community. In my opinion, this method of writing is easy to understand when you read it and help find those mistakes easily, I’m not the most proficient with 3ML so there are probably shortcuts that could have been done that I have not done. At the end of the day when you’re done writing the mml, you can optimize it so it hopefully can be composed in mabi so the shortcuts are done there. This guide hopefully will show you how read music sheets and compose in mml form on the program 3ML. Can be used for music sheets for piano and any music piece that has a treble clef in it. That means instruments like viola which has a clef of its own (alto clef) is not covered here.

     
    Getting started


     
    First read the 3ML (basics section to learn the basic stuff of the music writing program 3ML. Then you can move on to music theory that will hopefully allow you to read music sheets to convert into mml format using 3ML.


     
    I recommend remembering the keys of a piano, as it helps visualize what the notes are and how to go about writing it. If you can try memorizing that it will be really helpful when writing mmls.


     
    Here’s a link of a piano octave and try memorizing it:

    http://www.pineviewchoirs.org/uploads/1/7/2/9/17292140/6001963_orig.jpg

    or just type in google images ‘one piano octave’ This can helpful as it helps you visualize the notes on the music sheet. The ‘♭’ in this picture are hard to see and kind of looks like a comma, so be vary it’s a flat!.


     
    3ML(basics)


     
    3ML is a good way to know what your composing and plays roughly what you would hear in-game in mabinogi. There are restrictions with this program, but the only ones that come to my attention are: flats, vibrato, note values, triplets and characters. Methods of doing this in 3ML are explained further on. If you want to compose an mml in 3ML by reading off the music sheet, first read the basic music theory.


     
    Characters: In 3ML you can compose whatever length of song you want, but keep in mind that in mabinogi, there is a character limit for composing music scores.

    (rank 1 composing: Melody and Song notes Max 1200, Harmony 1 notes Max 800, Harmony 2 notes Max 500).
    Tip: if you have say 3 tabs worth of music that have roughly 1000 characters, you will have to turn that to a 3-man ensemble. i.e. cut paste each tab to the melody bar of each score.


     
    Basics of 3ML


     
    3ML format is strange, if you tried reading the basic music theory on notes/rests, you would know that in a 4/4 time signature: a crotchet is 1 beat, semiquaver is ½ a beat, etc. but in 3ML it’s written different. The table below shows the difference (hopefully). The note ‘C’ will be used as an example for the 3ML column:


     
    British/American Terminology

    Value (beats)

    3ML (note length)

    Semibreve/Whole Note

    4

    C1

    Minim/(1/2) Note

    2

    C2

    Minim/(1/2) Triplet Note

    2

    C3

    Crotchet/(1/4) Note

    1

    C/C4

    Crotchet/(1/4)  Triplet Note

    1

    C6

    Quaver/(1/8) Note

    0.5

    C8

    Quaver/(1/8) Note

    0.5

    C12

    Semiquaver/(1/16) Note

    0.25

    C16

    Demisemiquaver/(1/32) Note

    0.125

    C32

    Hemidemisemiquaver/(1/64) Note

    0.0625

    C64


     
    -Note that some sites refer 1 value to be a semibreve and hence crotchet would be named ‘quarter note’ (4 crotchets in a semibreve) but in this guide 1 beat (not value) is 1 crotchet. So 1/8 is not 0.5 technically speaking.

    -The Default note value is 1 beats called a crotchet, so if you write in 3ML of the note ‘g’, it will be the same as ‘g4’ i.e. a ‘G’ note with the value of a beat.

     
    Music Theory


     
    Now for the fun part and to confuse you all.


     
    Reading music sheets: musical Symbols/Terms


     
    When reading music sheets refer to the Wikipedia symbols list and learn what they mean if you can:

    https://en.wikipedia.org/wiki/List_of_musical_symbols
    There are some things Wikipedia surprisingly missed out or didn’t explain properly as well so watch out for those.


     
    If you’re unsure about something ask on the forum and others will answer it, if not I’ll have a go.

    Here are some terms you may wanna remember if you want to read off music sheets as it will help you understand what I’m blabbering about further. (Or read the part you want and refer to this later)


     
    Octave:  An octave consists of the notes: C , C#/D♭, D , D#/E♭ , E , F , F#/G♭ , G , G#/A♭ , A , A#/B♭, B. If you don’t understand refer to the image from the first link in ‘getting started’

    Where C is the lowest note and B is the highest. The next octave will have the notes in the exact same order, expect they will be of higher values, or lower values if it is the octave below. C on lets say octave 4 (middle octave of a piano) compared to octave 5 will sound the same, expect higher. Hard to explain until you hear it.


     
    Flats/Sharps(♭/#): These are written depending on the key signature usually and rarely will you see both flats and sharps here and there in a music sheet. If you remember from the one piano octave picture, C# = D♭,D# = E♭and so on.

    Natural(♮): This symbol just means play the original note (no flats/sharps).


     
    Clefs: Just remember that the notes are different in both respective clefs so make sure you are reading the right clef. See ‘reading musical notes’ for more information.


     
    Flats/Sharps(♭/#): When a note in a bar has a flat/sharp written on it, which tells you to play a flat/sharp for that note in the bar only. So if there is a C# represent in the bar, any other C notes that appear in this bar has to be played as C#. If you memorized one octave of a piano and its notes to its corresponding keys, you might wonder: what about C♭,E#,F♭, B#. This isn’t often used, but when it is, it just means you play the notes D,F,E,C (one octave higher) respectively.

    Natural(♮): This only happens in music sheets if there are flats/sharps present, especially when there is a key signature. Like flats and sharps, whenever is this applied on a note in a bar, it lasts for the duration of the bar. Sometimes it will appear twice for the same note in the bar to remind you it’s a natural (optional for the writer).


     
    Time Signature:  The number on top of a number (a bit like a fraction) or the letter ‘c’ in the beginning of the bar of a song. This is optional and is not really needed for mml formatting, but if you understand how it works it can be helpful to track down if you have the right values of notes in a bar. See time signature (advanced) for more detail.


     
    Time Signature (advanced):  The top number of the time signature represents the number of notes in a bar. The bottom number represents the number of beats one note will have in a bar. Most songs are of 4/4 or C time signature, which means 4 notes of the value 4, which is a crotchet, similar to 3ML format. Thus other signatures such as 4/8, 8/16 will mean 4 notes of the value 8 (quavers) and 8 notes of the value 16 (semiquavers) and so on.


     
    Key Signature:   The stuff in front time signature often has a number of sharps or flats at different places. If there is no sharps/flats in the beginning bar of the song present you can read the sheet normally. If there is, your life is just made harder.


     
    Tempo: Most music sheets should have this and will be displayed as a crotchet symbol = a number above the treble clef.  The higher this number is, the faster the whole song is to be played and the lower the number, the slower it is played. When there is not crochet symbol = a number written, there probably will be an Italian word there such as: moderato, allegro. Refer to this link to get your tempo number:

    https://en.wikipedia.org/wiki/Tempo#Italian_tempo_markings


     
    Reading music sheets: musical Notes


     
    Open this link here to show you some notes along the treble and bass clef:

    https://upload.wikimedia.org/wikipedia/commons/thumb/d/d3/Bass_and_Treble_clef.svg/2000px-Bass_and_Treble_clef.svg.png


     
    Note that these notes do not have ‘staves’ or long vertical line that appears on the note, so they do not really have values (except for G4 which is semibreve). This is merely an example, you will not come across stateless notes in an actual music sheet.


     
    In the treble clef, you can see an octave and a half worth of notes, starting with C note in the octave 4 ending with G note in the octave 5. In 3ML the default octave is o4, so writing ‘C’ in 3ML is the note labelled C4 in the link shown above. You will notice two ‘C’ notes present. Refer to musical terms: octave to learn why is this case.


     
    Writing the treble clef notes in 3ML will have the following format, assuming all the staveless notes are crotchets:

    cdefg1ab>cdefg

    If you do not understand this format, scroll down to read the 3ML section


     
    In the bass clef, the starting note is E in octave 2 (two octave lower than E of the 4th octave) up to the note B in octave 3. Note that in the treble clef, the note of the same position is note C in octave 4, so be wary which clef you are reading.


     

     
    3ML(advanced)


     
    ‘♭’ in 3ML

    There is no such thing as a flat in 3ML so you need to convert it to a sharp. Referring to this link again for the example:

    http://www.pineviewchoirs.org/uploads/1/7/2/9/17292140/6001963_orig.jpg

    Examples: G ♭= F#,  B♭ = A#, C♭ = B


     
    Key Signature in 3ML:


     
    If you read the previous explanation of key signature it will explain what it is. Now if you apply it to 3ML it can be helpful to spot mistakes or notes that you entered that are assigned the wrong value. In 3ML you will notice two sets of piano keys. One on the very top that’s in blue and black and the one that is facing sideways in black and white with a grey columns everwhere. Notice that there is a silver bar on top of the grey columns and black/white piano keys as this is important for time signature. The numbers displayed represent the bar number and will have a dark vertical line to differentiate between each bar. And the columns between two light/dark coloured vertical lines represent a beat of the assigned value in the time signature. So in a 4/8 time signature, there will be 4 columns a bar. Each column represents a value of 1/8 of a beat (quaver). In a 4/4 time signature, there will also be 4 columns in a bar, but compared to 4/8 the columns will noticeable be smaller as their beat values are different.


     
    The coloured bars:


     
    If you’ve seen music videos on youtube, you might have come across something similar to this:

    https://www.youtube.com/watch?v=4lOnEth0p-Y

    This works exactly how it does in 3ML, but if you still do not understand, read further.


     
    The coloured bars just represents the note value according to the time signature assigned. Reading this can help you determine whether a note has the wrong value or is not the right note before even playing the ‘play’ button to listen to what you have written. The coloured bars closest to the piano on the left is shows note what is being played according to the piano keys (so if you memorized the piano octave earlier it will be helpful). The length of the coloured bars will represent the note value. Read the “key signature” in 3ML for more detail.


     
    Commands:


     
    You can also refer to this site, or you can read mine and see which one you prefer and understand better from:

    http://wiki.mabinogiworld.com/view/MML


     
    ‘o1,o2,o3,etc’

    ‘o’ refers to octave and the number in front refers to which octave. In mml, you can see there’s all the keys to a typical piano. So o1 being the lowest, and o8 being the highest. The default octave is the middle octave (o4) so you don’t have to type it in.


     
    ‘>, <’

     ‘>’ makes the next note you write an octave higher, while ‘<’ makes the next note you write an octave lower.


     
    ‘&/.’

    These are used for tied notes or a dotted note.  So a dotted minim (2beats+half=3beats). Will be written as : ‘a2&a’. Occasionally used for ties.


     
    ‘t120’

    The ‘t’ before the number represents the word tempo and the number after it the tempo speed. In 3ML is can be seen has BPM (beats per minute). Higher values mean a faster paced song. Ranges from t32 – t255


     
    ‘l8’

    The ‘l’ represents length and the value after it represents the note length/value.


     
    ‘#/+’

    These two mean the same thing. So C# = C+

                                   

    ‘l8’

    ‘l’ represents length and the number after it represents the note value. So any note written after this is assigned the note value stated by the length command. So for ‘l8’ , writing the following notes: cdefg is the same as writing c8d8e8f8g8. This is merely a shortcut in writing notes, especially when a bar is composed of nothing but quavers.


     
    ‘r8/c8’

    ‘r’ represents a rest and ‘c’ is the note (can be any note i.e. A,B,D,E,etc). The value after r and c is the note value. In this case it is a quaver (half a beat/quarter note).


     
    ‘n35’

    ‘n’ represents ‘number’ and 35 represents a particular note in the octave ranges, in this case n35 is the note B in the octave 2 . Refer to this link to find the note and its octave:

    http://www.electronics.dit.ie/staff/tscarff/Music_technology/midi/midi_note_numbers_for_octaves.htm


     
    ‘v5’

    ‘V’ represents ‘volume’ and the number after v is the intensity/loudness of the volume. Where v0 is the softest and v15 is the loudest. Anything after you set the v5 command will be played in volume 5 until you change it. Default volume is v8, so if you write your music without including v15 in front, all notes will be played in v8 unless changed.


     
    After writing an mml of this format,  right click each tab and click optimize. As the word suggests it will turn whatever you created into the shortest form possible.


     
    Note/rest values:

     
    Because it’s hard to show pictures/symbols of notes here ill direct you to a Wikipedia site:

    https://en.wikipedia.org/wiki/Note_value


     
    Refer the Wikipedia table from 4th row downwards; I’ll try to explain those better than Wikipedia.


     
    Notes and rests have the same value, but different symbol. Obviously note=play, rest=pause/silence for the duration of the beat(s).

     
    Whatever is in first three rows: I’ve never seen these before so I won’t bother explaining, never seen them on music sheet either, I highly doubt that will be on whatever music you wanna compose.

    Semibreve: Value of 4 beats. Tip: the semibreve and minim rests are very similar, expect ones upright and the other upside-down, a tip one of my music teachers taught my long ago that you could use to differentiate between the two is upside = stronger (can support its weight), therefore higher value. Upright=weaker (needs support). No matter the time signature, one semibreve is a rest for the whole bar.

    Minim: Value of 2 beats.

    Crotchet: value of 1 beats

    Quaver: value of ½ a beat (half a crotchet), also known as a quarter note.

    Semi Quaver: value of ¼ a beat (quarter of crotchet, half a quaver)

    Prefix Quaver : personally I did not learn any quavers below semiquaver, but if you see a note that has say 3 curly ends of a semi quaver it is half the value of the note with 2 curly ends of a semi quaver. So looking at Wikipedia you can tell that by the note values they give you. Often when reading music, you usually won’t come across demisemiquaver or lower.


     
    Reading a music sheet to convert into 3ML format


     
    Again, you might want to refer to : https://en.wikipedia.org/wiki/List_of_musical_symbols
    when reading through this.


     
    Key Signature:   Depending on the number of flats and sharps on the key signature, you make have a hard time remembering what note is what especially for flats, where it needs to be converted to sharps in 3ML. The number of #/♭has their respective major/minor, but that will not need to be covered. Reading the flats/sharps from the left they have the order:


     
    Key Signature


     

     

     
    Number of #/♭

    #



    3ML (♭)

    1

    F#

    B♭

    A#

    2

    F#, C#

    B♭, E ♭

    A#, D#

    3

    F#, C#, G#

    B♭,E♭, A♭

    A#, D#, G#

    4

    F#, C#, G#, D#

    B♭, E♭, A♭, D♭

    A#, D#, G#, C#

    5

    F#, C#, G#, D#, A#

    B♭, E♭, A♭, D♭,G♭

    A#, D#, G#, C#, F#

    There are more, but I cannot be bothered listing more and its unlikely the music sheet will have that many. So basically whatever key signature you have with the respective number of #/♭, the notes according the table will be applied to EVERY note in the whole music sheet UNLESS the key signature changes elsewhere, so look out for those key signatures.


     
    Natural(♮): If this is come across in the key signature, then certain notes that are meant to be played as a sharp/flat is played normally. So, according to the table above, if you see ‘##,N,#’ from left to right for a time signature for #, it means that only F#, C#, D# are changed, the G note is played normally.


     
    Dotted Note: If you come across a note with a dot on the right hand side of the note, it means add half the value of the dotted note when you play that dotted note. So a dotted minim (2 beats) means play a minim plus half a minim (1 beat) which totals to 3 beats to be played for that dotted note.


     
    Tie: This appears as a curved convex time linking two notes together. This just means you play that one note for the value of the two notes combined. Composers use this when a value of a note they want played is not half the value of the original note.

    For dotted notes: crotchet + quaver = 1.5 beats, if the composer wants crotchet + semiquaver, by definition that is not a dotted note, so a tie is used: crotchet + semiquaver = 1.25 beats.


     
    Staccato: This appears as a dot on top of a note and means it’s played at roughly half the value of the note. To imitate this on 3ML write the note of half its original value and add a rest also half fo its original value.

    Example: A staccato placed on a crotchet ‘C’ note will be written as the following in 3ML: ‘c8r8’


     
    Accent: This tells you that the note with a ‘>’ sign on top is played louder than the other notes without the accent. So in 3ML change the volume to a higher value i.e. v10 (higher than base volume 8)


     
    8va----------: This is written on starting note and the ‘----‘ part will span to all notes that this is applied to. This is usually written so that the instrument player doesn’t not need to read ridiculously high notes that they probably will not know (unless they start counting from the highest note they know. It means play those notes an octave higher. So in 3ML you will just need to up the octave by one.


     
    Vibrato/Arpeggio: This tells you that all those notes are played quickly in ascending order for the duration of the value.


     
    Using the Wikipedia example: https://en.wikipedia.org/wiki/List_of_musical_symbols#/media/File:Music-arpeggio.svg

    Assuming treble clef, 3 notes: G,B,D with the value of 4 beats. So G is played first, followed by B then D.

    To imitate this is 3ML I would write:

    g8b8>d2&d2 or  g16b16>d8&d2&d8

    The first two notes are played at whatever speed you prefer then the last note is held for the remaining duration of the note value. So in case 1, two quavers are used (1 beat) and the remaining duration is (4 - 1 = 3 remaining beats). While in case 2, 2 semiquavers are used (0.5 beat) and the remaining duration is (4 - 0.5 = 3.5 beats)


     
    If the vibrato has more than 3 notes piled on top of each other, the method does not change, only the last note (the remainder) will have a different value.


     

     
    Triplets (tuplet): Triplets are typically notes that have 3 joined quavers (can be 3 minims, crotchets, etc too!) with a ‘3’ written on top. This indicates that those 3 notes are played for duration of 2 quavers (or crotchet). Refer to the basics of 3ML table for the triplet values.


     
    You do not need to know this unless you encounter other tuplets or triples in semiquavers or higher: For triplets, you need to get the total beat duration (American terminology) divided by the number of notes to get the 3ML note length.

    Example:

    Crotchets: beat duration (2 crotchets = 1 minim = (1/2) note) / number of notes (triplets: 3) = 1/6

    So C6 is used.

    Likewise for quavers: beat duration (2 quavers = 1 crotchet = (1/4) note) / note duration (triplets: 3) = 1/12

    So C12 is used.


     
    Appoggiatura/Acciaccatura: These are notes (usually quavers or lower values) that are printed really small before or in between notes. This wants you to play that note quickly without playing the next note. This is notably seen in most versions of “River Flows in You” by Yiruma.


     

     
    Fermata: To do this in 3ML obviously just assign that note value to be longer. So if a fermata is placed on a semibreve for example, perhaps play it for the value of two semibreves.


     
    Example: https://en.wikipedia.org/wiki/List_of_musical_symbols#/media/File:Music-fermata.svg

    Assuming treble clef, the note is ‘G’ with a value of 1 beat.

    So instead of writing ‘f’ you write ‘f2’ or ‘f1’ or however long you want the value to be.


     

     
    Crescendo, Decrescendo: These are the wide ‘greater than or less than signs’ on top of a group of notes. Crescendo being the long less than, and the decrescendo being the long ‘greater than’, each meaning gradually getting louder and gradually getting softer. To imitate this, change the volume of each note or group of notes i.e. assigning v10 for louder notes, v6 going softer, v2 going even softer…etc. The volume increments are entirely up to you. A little playing around may help.


     
    3ML layout


     
    When reading from sheet to 3ML, you should assign the line of bars (several bars of music writing in a line before starting a new one below the previous line of bars) on the music sheet to also be a line of notes in 3ML by pressing ‘spacebar’. This will allow you to quickly navigate what sections of music of the music sheet you have already written, opposed to writing one song is one long line in 3ML. You will also notice that after you pressed spacebar there will be an arrow pointing down, which juts indicates that the next note to be played will be found on the next line. If you follow the time signature, you can also tell whether the notes you write are of the right values by checking the time signature lines (see 3ML (adv), time signature).


     

     
    Basic 3ML Example


     
    Using ‘mary had a little lamb’ as an example from: http://www.enchantedlearning.com/music/sheetmusic/maryhadalittlelamb.shtml


     
    The entire first row of bars it can be written as:


     
    bagabbb2aaa2b>dd2


     
    Notes: Notice that there is a sharp before the time signature, which is F#. There is not ‘F’ note on the first row so it is not used. As the first note starts in octave 4, there is no need to write ‘o4’ in front as it is the default octave.


     
    Intermediate 3ML Example


     
    Using ‘Axel F’ as an example:

    http://musime.excalibur-nw.com/sites/default/files/sheetmusic/axel_f_beverly_hills_theme-trnscrbd-mattie.pdf


     
    The entire first row of the TREBLE CLEF with (5) bars it can be written as:


     
    Bar1: fg#8&g#16f8f16a#8f8d#8

    Bar2: f>c8&c16<f8f16>c#8c8<g#8

    Bar3-4:f8>c8f8<f16d#8d#16c8g8f8&f2r2

    Bar5: fg#8&g#16f8f16a#8f8d#8


     
    Whole row: fg#8&g#16f8f16a#8f8d#8 f>c8&c16<f8f16>c#8c8<g#8 f8>c8f8<f16d#8d#16c8g8f8&f2r2 fg#8&g#16f8f16a#8f8d#8


     

     
    Notes: There are 4 flats before the time signature, which means there’s B♭, E ♭,A♭,D♭. So any B,E,A,D notes you come across are all flats. Since this is at a 3ML format you have to remember that it is A#,D#,G#,C# instead.


     

     

     

     

     

     
  21. Upvote
    👑Ivy got a reaction from 👑Bran in Ivy's Skill Guide To: Bard   
    Please note that this guide assumes you already know about Combat Power (CP) and basic information regarding player stats. If you don't, I recommend you first take a look at Falaflame's guide, or the Mabinogi Wikia.
     ( Bits of information and pictures also used from the Mabinogi Wikia are included in this guide.)
    1. Overview
    The bard skillset is mainly a support class. With a variety of skills that are focused on party-strengthening effects, a bard's best asset is, of course, their instrument. A bard that knows how to help their teammates with high-ranked skills is a strong asset in a party, if not a necessity. A bard will most often aim to get as much bonuses for music buff effect, buff duration, or enhanced effects for certain skills.
    Otherwise, the skillset enables you to compose and play your own music in-game via Score scrolls, which have a limited use and are only tradable from player to player.
    Let's have a look at the different skills this class has to offer :
     
     Dischord : Probably one of the most useful skills of the class, as well as the only offensive one. The player whacks their instrument on the enemy's head, making the instrument play a note as it does so. The enemy gets some damage dealt over time and a speed debuff, all for a few short seconds.
     Lullaby : The most useful skill. As its name states, it ''lulls'' the enemy to sleep, rendering them immobile for a duration that lasts longer the higher the rank. It also makes the enemy monster more vulnerable to attacks.
    *Beware though, you can only use the skill once per monster, and some very strong monsters, like Girgashiy, are immune to the skill.
     Enduring melody : Strengthens the affected players with bonus Defense, Magic defense, Protection, Magic protection, as well as Mana and Stamina restoration. It is particularly useful to help restore MP and Stamina, if used along with Fantastical Chorus.
    *Pet clouds's stamina regeneration, as well as Rest stacks over the skill's stamina regeneration, and thus makes it even easier to recover a lot of stamina quickly.
     Battlefield Overture : Augments the affected players's Minimum and Maximum damage, and provides them with a bonus in critical hit percentage for a short duration.
     Harvest Song : Gives bonuses towards Gathering speed, Gathering success rate, and production. The better the rank, the greater the effects will be.
     Vivace : Quickens up Magic casting speed, Alchemy charging speed and attack speed of players affected.
     March Song : Boosts the affected pets and players's running speed. The higher the rank, the greater the boost.
     Enthralling performance : For use with an instrument. to entice a nearby animal or Fomor. The creature will then follow the player. The number of monsters enthralled depends on the skill's rank and well as the CP of the player. Additionally, the instruments the player can use with the skill depends on the skill's rank as well.
     
    Ranks F through A may only use wind instruments. Ranks 9 through 6 may use wind and string instruments. Ranks 5 through 1 may use wind, string, and percussion instruments. Bass Drum, Music Bottle, Cello, Piano, and all Microphones cannot be used with Enthralling Performance regardless of rank. *Having a player that is using enthralling performance is usually the best way to train some skill requirements where a player needs to hit multiple enemies at once.  Playing instrument : Allows the player to play an instrument. By playing an instrument near a homestead field, a time reduction bonus can be given to harvest crops faster.
    At Rank 9 and beyond, the player can use Magical music with magical Score Scrolls.
    The effects can be either:
    Status Boosts
    Str, Dex, Int, Will, or Luck. The status boost is of a random numerical amount each time the scroll is used; however, the upper limits will increase based on the player's rank of Playing Instrument. The boost dissipates very quickly if not being continuously renewed by the song. Although the maximum status increase due to music is high, reaching that amount is rare (i.e. At rank 4 Playing Instrument, it is not normal to initiate a status increase above 7). Playing Instrument Rank
    9
    8
    7
    6
    5
    4
    3
    2
    1
    Stat Boost (0~#)
    1
    2
    6
    10
    12
    15

    Healing Music
    When active, will heal either Life, Mana, or Stamina at a set rate for all party members. As with other magical music, the healing occurs at the listed rate once every 10 seconds while playing the song. Maximum healing rates will increase based on the character's rank of Playing Instrument. Playing Instrument Rank
    9
    8
    7
    6
    5
    4
    3
    2
    1
     % Healed (0~#)
    2
    3
    4
    5
    6
    7
    8
    9
    10
    At Rank 5 and beyond, the player can use Special magical music with magical Score Scrolls, with chances of effect being :
     
    Berserker :
    Gives Outraged status. Makes anyone affected by the status unable to use the Defense skill. Causes all party members to exhibit 100% auto-defense rate towards all attacks, including skills which normally ignore passive defense such as Shadow Spirit. The player may still be forcefully knocked down by attacks such as Smash and Magnum Shot. Does not reduce damage from attacks received. Lasts for the duration of the song but is reapplied to party members within range every 10 seconds. Failure will give the Weakness status, shown by a dark cloud over party members, for one full hour, real-time. A successful play will override the Weakness status. During this, any attack made by the player will not stun the target at all as though the target has the outraged status. Attacks that knock down the target will still do so.  
    Peaceful :
    If successful, cancels aggressiveness on active monsters. A failure will cause all the neutral and enemy units within a set range to become aggressive. Animals with aggro AI, like dogs, will also attack if the song fails. The aggressiveness of the monsters only applies to members of your party. When the scroll is used, the effect will apply once, 10 seconds after the start of the scroll. A scroll with this effect will be labeled "Music of Peace." Sharp aiming
    Increases aiming speed of ranged attacks by 120%. Only works on stationary targets. A scroll with this effect will be labeled "Max Accuracy +" Fast Casting
    Reduces casting speed of magic spells to 90% of the original cast time. A scroll with this effect will be labeled "Magic Summon Speed +"  
    Note that pets are not affected by those scrolls, unless a player is logged in as one.
     
     Musical Knowlege : Gives the player better chances at achieving inspiring performances. Also determines the score scroll's rank.
     Composing : Enables the player to write down MML songs on a scroll. The note length gets longer the higher this skill is ranked up. At Rank 1, a scroll can have 1200 characters in the melody, 800 in the first harmony and 500 in the second.
    A fourth slot was created during Diva's bard update to accommodate songs, and is only used for that purpose. The song skill or Fantastic Chorus must be used in order to be able to hear any code input in that area.
    With the Music Q update, you are also able to write down songs on free music score scrolls, which only have 20 uses compared to the ones you can buy or obtain from the Musical dungeon.
     
    Diva Skills (Not adding to Bard Talent experience if ranked) :
     Song : The Microphone equivalent to Playing instrument. Obtaining Rank 5 enables the player to use music buffs without an instrument. Enthralling performance and dischord does not count, as they are not buff skills. The player's gender will affect the 'voice' of the skill.
     Fantastic Chorus : Needs the player to have an instrument or a microphone equipped to use. Has two effects, depending on the skill used to activate it. Duration, buffs, as well as the circle's width are affected by rank. The player's gender also affects the 'chorus voice' of the skill.
     
    If Enduring Melody/March song /Harvest is used, the Life Anthem will be played.
    Life Anthem: All nearby party members and pets will receive a regeneration bonus for Health, Mana and Stamina at a set rate based on the skill's Rank.
    Meditation does not halt nor reduce the Stamina regeneration rate from Life Anthem. Life Anthem can slow down HP loss from Dark Knight's Disarm phase, albeit at a minimal rate. Pets are only affected if their owner is in a party. Summoned Golems, Summoned Golems, Colossus Marionettes, and Pierrot Marionettes are unaffected by the HP recovery buff. Life Anthem creates a green circle.  
    If Battlefield Overture/Vivace/Lullaby are used, the Sorrow Sonata will be played.
    Sorrow Sonata: All nearby enemies will receive a reduction to Strength, Dexterity, Intelligence, Will, Luck, Movement Speed, Attack Speed, and Skill Loading Speed.
    Sorrow Sonata creates a red circle. Multiple Sorrow sonatas and Life anthems can't be stacked. However, one of each can be, which will result in a Yellow circle.
     Encore : Resets all current cooldowns on Music skills. Can be used even if the player isn't holding an instrument.
     
    Actions related to the skillset
    Jam session : While being an action, it enables a party of players in a jam band to perform a song together if they have the score scrolls of the song equipped. The party members use the skill first, then the leader starts the song.
    Chorus : The song version of Jam session, and can be used along with it.
    Performance : Sets up a donation box whenever the player is using Playing instrument. It once had its use, but nowadays you'll rarely find someone willing to give you some gold for a performance.
     Freestyle Jam:  Obtained through equipping any instrument.
    The user plays an instrument with the current scroll equipped. Once the Jam is started, a countdown from 4 will repeat until F1 is pressed. Note that the song will never mess up in this mode.
    Pressing F1 when the circle turns red performs a flawless spin. Messing up causes the player to perform a more awkward, tumbling gesture. During Freestyle Jam, a glowing treble clef appears near the host. Other players can click on this symbol to join in.
    In order to play the same song as the one hosting, players must not have any scrolls equipped. Players can also join with empty hands to play air guitar, though this is only for appearances, as the player joining in such a way will not contribute any sound to the jam.
    A WASD mini-game appears during the jam.
    Freestyle Jamming in specific locations or with certain pets summoned can produce special effects after a combo is completed.
    2. Goals : Master or Usefulness first
    Why are you taking on Music? To get it to Master level as fast as possible? Or for its usefulness?
    If you plan on ranking the bard talent for usefulness/combat, the main skills you'll need will be these :

    On the opposite, these are the skills you'll want to rank to reach master as fast as possible :

     
    *Note that Playing instrument is there since you need it ranked to get both March song and Vivace.
    Training tips:
    For song, you can stop at Rank 5, unless you want full music buff bonuses to be on par with playing instrument. Harvest Song is there only if you want to be able to provide gathering buffs. Playing instrument and Musical knowledge should be kept one rank apart to make training easier, with Musical knowledge being one rank above Playing Instrument's and Song. This will ensure better chances at great successes/inspiring performances if you make your own blank scrolls for training. You can also do Barry's part-time job in Belvast for guaranteed successful performances, no matter your rank. You can train the requirement ''Give a buff to a party member'' by having one of your pets out while in a party. Note: No one likes to hear someone Afk-playing to train their skills. If you plan on training, do it somewhere with no people, or in your homestead. The world is big, and you don't need to train in dunbarton and force everyone to hear you fail!
    3. Weapons :
    If you plan on going into battle with an instrument, Lutes and Mandolins are cheap instruments that do a good job early on. If you have the funds to obtain a battle mandolin, even better. You can either obtain one from players or by doing Barry's advanced part-time job in the Belvast pub, which rewards a random instrument (not counting microphones, guitars and pianos.).
    Lutes and mandolins are better in the sense that they are normal-speed weapons. The Bass drum is a Stronger alternative, but it is very slow and your hits might not always land if you face fast opponents, so i wouldn't personally recommend it for battling. However, it is ultimately up to you.
    You can think of the Bass drum to be the Wooden club of the Warrior talent, while Lutes and mandolins are your average Fluted short sword.
     
    Bass Drum : Very slow, 9-26 Base Damage
    Lute : Normal, 4-7 Base damage
    Mandolin : Normal, 4-8 Base damage
    Battle mandolin : Normal, 4-10 Base damage
     
     
    3.5. Demonic Weapon :
     
     Demonic Gloomy Sunday : 5-12 Base Damage
     
    This is pretty much the best weapon a Master bard can get currently in-game. It is obtainable either through Carpentry, or by doing Saga season 1 episode 5. You get more chances to obtain it if you do the episode on a daily day, which is either Wednesdays, Saturdays or Sundays.

    It is also the most costly of instruments to repair, as with any demonic weapons, so keep that in mind.
    (See the Enchant section below for more regarding that topic.)
     
    Best Upgrade Sequence: Break Gloomy Sunday Seal  (Endelyon, Walter, Art)
    Other than that one, the usual upgrades for mandolin are applied.
    Gem upgrades : Music buff Effect +2 (Any general shop) Special upgrade : Red Stones.  
    4. Enchants
    Please be reminded that if you fail the enchantment, any enchant of Rank 5 and above will result in destruction of the equipment you are trying to enchant.
    This is a purely optional step, however if you do desire more buff effect bonus as a bard, here are some enchants that might help you.
    Make sure to read up on the Mabinogi wiki as well for further information on those enchants, as well for those not listed here.
     
    Prefixes :
    Andante : Rank D
    Obtained From : Completing Yvona's Battlefield Overture quest
    Moderato : Rank A
    Obtained from : Trade assistant imp, 800,000 ducats
    Allegro : Rank 5
    Obtained by completing the March Song quest
    Encore : Rank 5
    Obtained from : Giant alligator raid, White dragon raid, Magic school uniform M (From White dragon Raid)
    Solo : Rank 5
    Obtained From : Secret of Scathach caverns Lord mission, White Dragon Raid, Desert Dragon Raid
    Suffixes :
    Engineer's : Rank 9
    **Due to the fact that it can be used on any equipment, it is particularly useful to put it on a Gloomy Sunday, or any costly equipment, as it cuts the repair fees of 50%.
    Obtained from :Emerald Bison, Hillwen's Nightmare Event
     
    Chord : Rank 8
    Obtained From : The Other Alchemists Adv., Hard, Elite); (Alban Knights Training Grounds Hard S Rank) 
    Opera : Rank 7
    Obtained From : Broad Stick (Ciar Normal Hardmode Reward) 
    Rythm : Rank 4
    Obtained From : (The Sulfur Spider inside Shadow Realm, Hard, Elite, Peaca Abyss) 
    Orchestra : Rank 2
    Obtained From : (Tara Auction House, Desert Dragon)
     
    5. Titles
    Last of all, as you keep on training, there will be a time where you will earn master titles when you complete the Rank 1 training requirements.
    For the Bard skillset, though, there aren't any master titles for Musical knowledge and Composing as of now.
    The most useful are :
     
    The Maestro (Music buff effect +5) : Reach Rank 1 in Playing Instrument, Lullaby, Battlefield Overture, Enduring Melody, March Song, Vivace, Harvest Song and Enthralling Performance.
    The master of Lullaby (Lullaby Effect +8)
    The master of Battlefield Overture (Battlefield Overture Effect +8)
    The master of Enduring Melody (Enduring Melody Effect +10)
    The master of Harvest song (Harvest Song Effect +10)
    The master of Vivace (Vivace Effect +10)
    The Fantastic Chorus master (Fantastic Chorus Duration +5 seconds)
     
    Among those master titles, there is also a variety of second titles that are obtained through events, title coupons or vouchers. Like with normal titles, Only one of those may be equipped at the time.
     
    Second titles that can come in handy :
     
    Starlet : Max ATT +10, Music Buff Skill Effect +8, Magic DEF +10,Magic Protection +6
    Yvona : Music Buff Skill Effect +8
    Hamelin : Max HP +30 Max MP +30 Music Buff Skill Effect +2
    Effie : Max Damage +8, Music Buff Skill Effect +2
    Ailla : Defense +6 Protection +7 Music Buff Skill Effect +2
    Kaito : Magic Attack +8 Music Buff +3
    Kagamine Rin : Protection +3% Music Buff +3
    Kagamine Len :Critical +2 Music Buff +3
    Hatsune Miku : Maximum Damage +5 Music Buff +3
     8th Anniversary Fantasista: Max Attack +20, Magic Attack +6, Water/Fire/Wind/Clay Alchemy Damage +8, Music Buff Skill Effect +2, Magic Defense +4, Magic Protection +4
    Pianissimo: Music Buff +7
     Forte: Music Buff +8
     Fortissimo: Music buff +9
    If there is anything i have forgotten, or that you would like me to develop further, please state so, as this guide will serve me as model for future guides, please!
    I'd like to note that i am not too knowledgeable on reforges, and since they're a pay-to-be-OP thing, i won't address them, unless for archery.
  22. Upvote
    👑Ivy got a reaction from 👑Bran in Ivy's Skill Guide To: Adventure   
    Please note that this guide assumes you already know about Combat Power (CP) and basic information regarding player stats. If you don't, I recommend you first take a look at Falaflame's guide, or the Mabinogi Wikia.
    (Information and pictures from the mabinogi wiki  have also been used to complement this guide.)
    1. Overview.
    The adventure talent is one of exploration. It encourages the player to travel, but does not provide any combat bonuses. This talent thus cannot be chosen by characters on their first life.
    Let's have a look at the different skills this class has to offer :
     Rest: Enables the player to sit down, recovering Stamina, Mana and boosting up the wound recovery rate. The position changes at ranks 9, 5 and 1, and also varies by clothing/equipment worn, as well as race and gender.
    Rest will not recover wound points in a Dungeon, unless the user is in the dungeon lobby, seated next to a Campfire or on a Chair. Using the Rest skill by certain props, such as a bench in the Commonwealth of Belvast or using a chair, will make a character sit on it, providing an additional 50% bonus. Resting around a Campfire will increase the effects of the Rest skill. Stamina recovery stacks with Enduring Melody and the Pet Cloud's summon effect. The skill is currently capped to rank 7.  Campfire: Enables the player to make a campfire using firewood or a campfire kit.
     When using Rest near a campfire, the effects of rest are increased, and consuming any food will prompt the player to share it with other resting players. The regeneration bonuses of a chair will override the regeneration bonuses of the campfire; the bonuses do not stack. Using any Archery Skill with a Bow next to a campfire will light up the arrowhead, increasing its damage by 50%. Crossbows and Atlatls are unaffected by this, however. Scoring a Critical with a burnt arrowhead rewards "the Fire Arrow" title. When lit, the fire element is provided, regardless of other elements one has enchanted their items with. Some Cooking methods require a source of heat, which a campfire can be used for. Some items can be burned at a campfire by dragging and dropping the item onto the campfire, rewarding the player a small amount of Experience. Enchants can be extracted from an item by burning it with a Mana Herb and a Holy Water of Lymilark in the user's possession. Building a campfire with higher grade firewood (Average Firewood, Fine Firewood, and Finest Firewood) increases the campfire's effectiveness. Campfire can be built in the open field, Dungeons, Shadow Missions, or Theater Missions. Campfire cannot be built inside buildings. A Campfire, when built, becomes an obstacle; monsters and players cannot walk through the center of it, and any area of effect attacks, such as Fireball or Windmill, cannot reach a target on the other side of the campfire. The duration of the campfire decreases under raining or snowing Weather. At Rank B, the size of the flame increases and the appearance of the Camp Kit changes. The skill is currently capped at rank 8.  
     Fishing: Allows the player to fish in bodies of water. The better the rank, the better the automatic fishing rate will be.
    This skill has a minigame:

     
    Using the mouse, the goal of this mini-game is to keep the fish inside the red box as much as possible within the 10 second time limit (indicated by a meter at the bottom of the window) as the fish tries to escape the hook. Every time the fish leaves the red box, the risk bar (shown at the top) will increase. At first, the risk bar will fill green, but if the fish continues to leave the red box constantly, the risk bar will turn red. Once the risk bar is completely filled, the catch will fail. Tip: Try to keep the fish's tail center to the closest side the tail is facing the box so that you can easily shift your mouse depending on how it moves. Tip: Instead of putting all of your focus on the fish, try focusing on your fishing line. As shown in the picture, the fishing line matches up with the box (when the fish is in the middle). Try to keep it just outside the box so that the fish it at the bottom of the box. When a player succeeds in catching a monster spawn while fishing at the Beach of Scathach, a group of two to ten River Sahagin Rangers and River Sahagin Fighters or Sea Trolls and Giant Sea Trolls will spawn and may attack. River Sahagins spawn at the north fishing area, and Sea Trolls spawn at the south fishing area. As such, it is extremely risky to fish idle.  Taming: Enables the player to tame wild animals. The success rate depends on both taming cane and bait equipped, as well with the skill's rank.
    Allows one to try to tame and control creatures, who will follow you and help to fight. Requires a Taming Cane and taming bait. Each attempt uses one bait. Durability is not consumed when attempting taming. A better taming cane increases the success rate A better taming bait increases the success rate (by a small amount) Stronger monsters, that is the ones with higher Combat Power, are harder to tame. Success rate and duration of Taming Wild Animals is improved by a higher Rank of Control of Darkness, the Dark knight transformation special skill. *Try to keep to monsters required to tame in the early ranks. 
     Transformation Mastery: Lets the player transform into animals and monsters. The higher your skill, the higher rank the monsters you can study. Once you finish collecting a monster's transformation, you can transform into it. Depending on the number of transformations collected, your stats will increase when you transform.
    Passive skill that determines the transformations available and what rank enemies can be collected. Requires a Dream Catcher equipped and held in order to transform. Attacking while transformed will still increase proficiency but will reduce the durability of the Dream Catcher, the Shamala Outfit (M) and the Shamala Outfit (F). To transform, open up the Transformation Diary and then right click the desired creature. Transformations can also be placed in the hotkey bar. Defeat the creature for a chance to capture and record it into the Transformation Diary. The success rate of capturing can be increased by equipping a Dream Catcher, by selecting the Adventure Talent, and by having the Transformation Enhancement Set Effect. The method of killing does not matter. Pet and summoned golem kills can cause a capture. However, they must be your finishes and not another party member's. Finish is assigned by the highest amount of hits rather than the highest damage dealt to a monster. However, if an enemy kills itself with Self-Destruct, it will not count. Depending on the creature, you may have to capture it up to 5 times before learning how to transform into it. You may only collect creatures of your Transformation Mastery rank and below. You can also collect creatures automatically through Shamala's Monster Transformation Medal regardless of your Transformation Mastery rank. However, you still need the respective rank in order to transform into said monster. If you use a medal for a monster that is above your rank, you will gain the skill EXP when you reach the respective rank. Certain monsters, such as Skeletons, may have multiple variations that can be transformed into at random. You can only use the skills that the creature possess, but limited to Defense, Smash, Counterattack, Windmill, Rest, and Gestures. You can also use skills that the creature does not have in its regular AI. For example, Spiders can use Smash and Counterattack. The ranks, effects, loading, and cooldown times of the skills will be that of the player's. If the creature has a non-melee weapon, such as a Hollow Knight's crossbow, it will still be treated as a melee weapon.  
    Treasure hunter skills (not adding to adventure talent if raised)
     Exploration mastery: 
    Passively increases the Exploration Experience gained through L-Rod Exploration, Sketching, and Exploration Quests and increases the detection range of L-Rods. Monster finishes, turning in Courcle Artifacts or Exploration Statues to Voight, turning in Fossils to Belita, or Hot-Air Ballooning are unaffected by the EXP bonus. Treasure Dungeons can only be found while Treasure Hunter is your active talent. Treasure Dungeons may not be entered if you are not on the Treasure Hunter talent. Starting at Rank 6, L-Rod Exploration has a chance to reveal the possible locations of artifacts on the Mini-map. When this occurs, all "nearby" possible artifact locations are illuminated on the map with orange markers for approximately 2 seconds  Artifact investigation:
    Allows the player to attempt appraisal and restoration of artifacts in a similar manner to Voight's appraisal/restoration services. There is a fixed Gold cost for every appraisal or restoration attempt based on this skill's rank. The gold cost has a chance to be nullified with this skill's Master Title. Unlike Voight's restoration, failed restoration attempts through this skill will not cause the artifact to vanish. The artifact's quality is random, but may be higher than from Voight's services. The appraisal rate is always 100%. There is a cooldown after every appraisal or restoration attempt. *Ranking the skill to 1 will make you waste more money than anything, so if you still want to rank it, make sure to have x2, x4 (or, even better) x8 bonuses to make it less costly.
     Crisis escape: 
    Allows one to transform into an inanimate object, removing all aggro from the player. There are four forms that are randomly used when activating the skill: Viewscope, Telescope, Crystal Ball, and Quest Board. Each one is obtained at Rank Novice, Rank C, Rank 8, and Rank 3, respectively. Hidden skill:
     Doppelganger: This skill allows you to gather monster souls and turn them into clones to attack your enemies. The higher the skill is ranked, the more doppelgangers you will be able to summon with the skill. You must gather monster souls each time you use this skill.
    Obtained when the player gets Apprentice Vagabond; composed of Close combat and Adventure talents, and completes the mini-quest for it.
    Actions related to the skillset:
     Sketch: Enables the player to draw a monster, at the condition of it staying still long enough. Requires sketch paper in order to use.
     L-Rod exploration: Allows the player to uncover hidden items, artifacts, or treasure within Iria to gain Exploration Experience.  They are required to use the L-Rod Exploration and Land Maker actions. Equip a L-Rod to gain the action. 
    The action is defaulted hotkeyed as "X". Sometimes when searching for artifacts in Connous's Longa Desert or anywhere in Physis, a notice will inform the player to find a different method to uncover a hidden artifact. This means to use Land Maker. Walking near a hidden object with Awakening of Light active will automatically uncover it in the same manner as L-Rod Exploration. The action's width depends on the rank of Exploration mastery. Samhain (Saturday) increases the L-Rod's detection range.
    This may make it harder for players who are used to the normal shorter range, as it more possible for multiple targets to overlap.
    It states that "The accuracy increases over time." However that is a typo; it means that Samhain increases the detection range of the L-Rods for the day, not over time.
    The standard range of the L-Rod is equivalent to the covered area that you walked on the map.  Land maker: The action for transforming landscapes using a tool. Obtained when the player equips either a Cold Wind, Snowfield, or a Warm Wind L-rod. Use the L-Rod of Cold Wind to either lower the sand hills, or the L-Rod of warm wind to raise the sand hills.
    Snowfield L-Rod: Giant-only, used to create a hole in the ground in the snowfields of Physis. Snowfield L-Rod (Human Only): Giant-aligned Human-only, used to create a hole in the ground in the snowfields of Physis. Cold Wind L-Rod: Elf-only, used to create a hole in the ground in the deserts of Connous. Cold Wind L-Rod (Human only): Elf-aligned Human-only, used to create a hole in the ground in the deserts of Connous. Warm Wind L-Rod: Elf-only, used to create a mound in the deserts of Connous. Warm Wind L-Rod (Human Only) Elf-aligned Human-only, used to create a mound in the deserts of Connous. When used with a Cold Wind L-Rod or Snowfield L-Rod, the terrain in Connous's Longa Desert, anywhere in Physis, and north of Zardine's Raspa Volcano will temporarily fall, allowing the player to uncover burrowed items, artifacts, animals, and monsters for exploration experience. Giants may use Stomp to substitute the above L-Rods. The player may need to use L-Rod Exploration after digging enough. At Raspa Volcano, lowering the terrain and then hiding in the crater will safeguard players from the Red Dragon's Meteor. When used with a Warm Wind L-Rod, the terrain in Connous's Longa Desert will rise. So far, raising the terrain is only needed in the Exploration Quest "Collect Cobra Pillar Statue Stone Fragment" where the sand needs to be raised high enough in order to find the Cobra Pillar Statue. The Land Maker Action has a lower finding radius than L-Rod Exploration. Due to this, it may take multiple attempts to uncover the artifact, despite being next to it. 2. Master or Usefulness?
    Adventure is a special talent in the sense that it doesn't have a lot of skills, so each one highly contributes to the talent experience pool. It is relatively easy, even if some skills are somewhat grindy, like fishing and taming.
    The uses you can make off this skillset entirely depends on what you want to gain from it.
    If you want to rank the most useful skills, I will not lie, every skill is useful. It all depends on what you do in-game.
    For instance, rest will make your stamina regenerate faster. A campfire can make an indestructible obstacle. Fishing is necessary to get fish for cooking. Transformation mastery lets you change into an animal that can be faster than you are (like a horse). Taming, well.... taming is fun to boast about? You can also get some titles with it by taming, for example, an elephant or a succubus. If you want to reach master adventurer / be able to use the demonic dream catcher:

    *Taming can be used to complete the last steps you will need to reach master, depending on your current rank of transformation mastery. It is recommended you max out campfire, rest and fishing first since they are the ones that give most of talent xp.
    * In any case, taming should be a priority since it is highly CP-dependant. CP gear is extremely handy to rank this skill. It also costs little AP. You won't get much talent experience from it, though.
    *Since you will be traveling a lot and battle any and every kind of monster for transformation mastery, you might want to already have ranked other combat skills or get help.
    *All that travel WILL make you gain money, no matter what. So you don't have to worry much about the repair costs. Don't forget to hunt down any ''ancient'' monster you see, since they can give you sweet loot! Be aware that they are stronger than their normal counterpart, though.
    3. Tools & Weapons
    Seeing as the adventure talent (minus for transformation mastery) doesn't have any offensive skills, you will only have to use the tools needed for each skill, if applicable.
    3.1 For Fishing:
     Fishing Rod: 0-4 Base damage
    The most common of fishing tools. Obtained at general shops, butler partners, handicraft, or l-rod exploration in iria.
     Item Fishing Pole W22: 0-4 Base damage
    Obtained through Handicrafting. Requires rank 5 Fishing and above in order to use. Gives a better fishing rate of items, not including fish or quest scrolls.
     Life exploration Fishing rod: 0-4 Base damage
    Obtained by finishing the Inscription Collector quest which requires you to use the Fishing skill to collect 24 different species of fish for the Collection Journal.
    Gains 0.6 Max Damage per Fishing Journal star, for a total of +90 Max Damage. Gains 0.15 Critical per Fishing Journal star, for a total of 22.5 Critical. The middle part changes colors depending on the last equipped weapon. Baits:
     Fishing bait  is required to be able to fish. It can be bought from most general shops or a Butler partner.
    Besides this one, not counting event bait, here are the main three kinds of baits:
     Gourmet Feeding bait: Higher chances of catching fish. Obtained from the Hot spring monkey's bait box.
     Item Illusion T46: Obtained from Handicraft or through the Bait box given by hot spring monkeys. Requires rank 5 Fishing to use. Best used with the item fishing pole W22 for better results at getting items.
     Large Catch Bait feeder: Higher chance of catching large fish. Obtained from the Hot spring monkey's bait box.
     
    3.2 For Taming:
    *Taming canes are not meant to fight with.
     Courcle taming cane: 0-4 base Damage, taming taming success rate bonus +1
    Obtained from:
    Ruwai in Cor village  Maid partners.  Ancient taming cane: 0-4 base Damage, taming taming success rate bonus +2
    Obtained from: 
    Courcle Excavation Journal No.5 Possible reward from a Restored Boxed Artifact Hot-Air Ballooning 21~25 stars possible reward  Tikka wood taming cane: 0-4 base Damage, taming success rate bonus +3
    Obtained from: 
    Possible reward from a Restored Boxed Artifact Courcle Excavation Journal No.9 Hot-Air Ballooning 36~40 stars possible reward Rafting 48 stars  Life exploration taming cane: 0-4 base Damage, taming taming success rate bonus +3
    Obtained from: Finishing the quest The Big game hunter, which requires the player to tame 90 animals and monsters from the taming collection journal.
     
    Taming baits:
    Bait is required in order to be able to use the taming skill. Better canes coupled with better baits will give better results at taming.
     Courcle Taming bait: Taming bonus +1
    Basic bait, sold from Tupai in Cor village.
     Ruwai Taming bait: Taming bonus +2
    Reward of Courcle Excavation Journal No. 3 collection book, sold by Voight.
    Loved Food Rewards of Hot Spring Monkeys.
     Tupai Taming bait: taming bonus +3
    Reward of Courcle Excavation Journal No. 7 collection book, sold by Voight.
    Loved Food Rewards of Hot Spring Monkeys.
    Synthesis (Fixed recipe)
     Shrimp Taming bait: Taming bonus +6
    Obtained through kneading.
     Taitinn carp Taming bait: Taming bonus +7
    Obtained through kneading.
     Hot spring Taming bait: Taming bonus +10
    Possible reward from feeding the Glutton Monkey at the Hot Springs a loved food.
    *Each bait stacks up to 100, so make sure to have plenty as you go on and try to tame monsters, since it is likely you will fail a lot.
     
    3.3 For Transformation mastery:
     Ordinary Dream catcher: 7-15 Damage, Transformation collection rate bonus rate +2%
    The most basic of dream catchers. You can obtain it from Shamala.
    Ordinary Dream catcher for Beginners: 5-12 Damage, Transformation collection rate bonus rate +2%
     You can get this weaker version by doing Shamala's transformation training quests. I recommend you hold onto that one, since the repair costs are of 1 gold a point.
     Moonlight Dream Catcher:  14-24 Damage, Transformation collection rate  bonus rate +5%
    Obtained from the Trade assistant imp for 600,000 ducats.
    3.4 Exploring:
    *L-rods are not meant to fight with. The exception to this are the sun road and sun prophet colts, as they serve a dual purpose.
     L-Rod:
    Basic exploration tool. Can be Bought from Alexina, Hagel, Krug, Voight, Arenen and the Maid partner.
     Cold Wind L-rod: 
    Elf and Human- only L-rod. Obtained through Hagel in Filia.
     Warm Wind L-rod:
    Elf and human-only. Obtained through Hagel in Filia.
    *It actually has little purpose in-game, and as such, is not worth buying.
     Snowfield L-rod: 
    Giant and Human-only. Obtained through Krug in Vales.
     Sun Road colt: 1-30 base Damage.
    Acts as both guns and L-rod. Requires mana bullets to fire. Obtained through Hillwen engineering. 
     Sun prophet colt: 3-40 base Damage.
    Acts as both guns and L-rod. Requires mana bullets to fire. Obtained through Hillwen engineering, or during the Treasure hunter Ace giveaway event.
    3.5 Demonic Weapon
    Demonic nightmare Dream catcher : 18-31 Damage, Transformation collection rate bonus rate +10%
    Cannot be upgraded, but an Engineer's enchant on it is most useful, as it cuts repair fees by 50%.
    You can obtain it from either Handicraft, or by doing Saga season 1 episode 9 with better rates on Fridays, Saturdays and Sundays.
    4. Equipment
     Shamala's outfit (F) and (M):
    Obtained through Monster summoning urns, other players or the holiday Gachapon.
    Particularly useful when a player is ranking transformation mastery, as it enhances the collection rate by a significant amount.
     
    5. Enchants
    There are no enchants that directly benefit the skills. 
    Suffixes:
    Engineer's : Rank 9
    **Due to the fact that it can be used on any equipment, it is particularly useful to put it on any costly equipment, as it cuts the repair fees of 50%.
    Obtained from :Emerald Bison, Hillwen's Nightmare Event.
     
    6. Titles
    Not many master titles of this talent benefit to their corresponding skill, if it is obtainable at all.
    Finishing the rank 1 transformation mastery collection will not grant you a title, but rather the ability to transform into Shamala.
    Otherwise, this is the only title that boosts its skill's effect and function.
    the Master of Animal Taming:   Dex +10, Strength +12, Taming success rate increased
     
    Second titles:
     Treasure Hunter: Max ATT +15, Treasure Dungeon Exploration Success Rate +15, Magic DEF +10, Magic Protection +6. Obtained using a title coupon.
     Tupai:  Taming Success Rate +10%. Obtained using a title coupon.
     SAO Nishida: Increased automatic success rate for fishing. SAO crossover event-exclusive.
     ALO Asuna: Magic Attack +40, Bolt Magic +2%, Animal Taming +20%. SAO crossover event-exclusive.
     Shenon: Increased automatic success rate for fishing. Obtained using a title coupon.
     
  23. Upvote
    👑Ivy got a reaction from 🚩cookies1 in Music Theory Question(Rank 6)   
    Barri adv for 3 is how i've gotten it myself, it's just a somewhat rare drop. Bring in as much people as you can, itll make more end chests.
  24. Upvote
    👑Ivy got a reaction from 🌟Yasuno in New here :p   
    Welcome to Mabibeats 
  25. Upvote
    👑Ivy got a reaction from 🌟Yasuno in Ivy's Skill Guide To: Adventure   
    Please note that this guide assumes you already know about Combat Power (CP) and basic information regarding player stats. If you don't, I recommend you first take a look at Falaflame's guide, or the Mabinogi Wikia.
    (Information and pictures from the mabinogi wiki  have also been used to complement this guide.)
    1. Overview.
    The adventure talent is one of exploration. It encourages the player to travel, but does not provide any combat bonuses. This talent thus cannot be chosen by characters on their first life.
    Let's have a look at the different skills this class has to offer :
     Rest: Enables the player to sit down, recovering Stamina, Mana and boosting up the wound recovery rate. The position changes at ranks 9, 5 and 1, and also varies by clothing/equipment worn, as well as race and gender.
    Rest will not recover wound points in a Dungeon, unless the user is in the dungeon lobby, seated next to a Campfire or on a Chair. Using the Rest skill by certain props, such as a bench in the Commonwealth of Belvast or using a chair, will make a character sit on it, providing an additional 50% bonus. Resting around a Campfire will increase the effects of the Rest skill. Stamina recovery stacks with Enduring Melody and the Pet Cloud's summon effect. The skill is currently capped to rank 7.  Campfire: Enables the player to make a campfire using firewood or a campfire kit.
     When using Rest near a campfire, the effects of rest are increased, and consuming any food will prompt the player to share it with other resting players. The regeneration bonuses of a chair will override the regeneration bonuses of the campfire; the bonuses do not stack. Using any Archery Skill with a Bow next to a campfire will light up the arrowhead, increasing its damage by 50%. Crossbows and Atlatls are unaffected by this, however. Scoring a Critical with a burnt arrowhead rewards "the Fire Arrow" title. When lit, the fire element is provided, regardless of other elements one has enchanted their items with. Some Cooking methods require a source of heat, which a campfire can be used for. Some items can be burned at a campfire by dragging and dropping the item onto the campfire, rewarding the player a small amount of Experience. Enchants can be extracted from an item by burning it with a Mana Herb and a Holy Water of Lymilark in the user's possession. Building a campfire with higher grade firewood (Average Firewood, Fine Firewood, and Finest Firewood) increases the campfire's effectiveness. Campfire can be built in the open field, Dungeons, Shadow Missions, or Theater Missions. Campfire cannot be built inside buildings. A Campfire, when built, becomes an obstacle; monsters and players cannot walk through the center of it, and any area of effect attacks, such as Fireball or Windmill, cannot reach a target on the other side of the campfire. The duration of the campfire decreases under raining or snowing Weather. At Rank B, the size of the flame increases and the appearance of the Camp Kit changes. The skill is currently capped at rank 8.  
     Fishing: Allows the player to fish in bodies of water. The better the rank, the better the automatic fishing rate will be.
    This skill has a minigame:

     
    Using the mouse, the goal of this mini-game is to keep the fish inside the red box as much as possible within the 10 second time limit (indicated by a meter at the bottom of the window) as the fish tries to escape the hook. Every time the fish leaves the red box, the risk bar (shown at the top) will increase. At first, the risk bar will fill green, but if the fish continues to leave the red box constantly, the risk bar will turn red. Once the risk bar is completely filled, the catch will fail. Tip: Try to keep the fish's tail center to the closest side the tail is facing the box so that you can easily shift your mouse depending on how it moves. Tip: Instead of putting all of your focus on the fish, try focusing on your fishing line. As shown in the picture, the fishing line matches up with the box (when the fish is in the middle). Try to keep it just outside the box so that the fish it at the bottom of the box. When a player succeeds in catching a monster spawn while fishing at the Beach of Scathach, a group of two to ten River Sahagin Rangers and River Sahagin Fighters or Sea Trolls and Giant Sea Trolls will spawn and may attack. River Sahagins spawn at the north fishing area, and Sea Trolls spawn at the south fishing area. As such, it is extremely risky to fish idle.  Taming: Enables the player to tame wild animals. The success rate depends on both taming cane and bait equipped, as well with the skill's rank.
    Allows one to try to tame and control creatures, who will follow you and help to fight. Requires a Taming Cane and taming bait. Each attempt uses one bait. Durability is not consumed when attempting taming. A better taming cane increases the success rate A better taming bait increases the success rate (by a small amount) Stronger monsters, that is the ones with higher Combat Power, are harder to tame. Success rate and duration of Taming Wild Animals is improved by a higher Rank of Control of Darkness, the Dark knight transformation special skill. *Try to keep to monsters required to tame in the early ranks. 
     Transformation Mastery: Lets the player transform into animals and monsters. The higher your skill, the higher rank the monsters you can study. Once you finish collecting a monster's transformation, you can transform into it. Depending on the number of transformations collected, your stats will increase when you transform.
    Passive skill that determines the transformations available and what rank enemies can be collected. Requires a Dream Catcher equipped and held in order to transform. Attacking while transformed will still increase proficiency but will reduce the durability of the Dream Catcher, the Shamala Outfit (M) and the Shamala Outfit (F). To transform, open up the Transformation Diary and then right click the desired creature. Transformations can also be placed in the hotkey bar. Defeat the creature for a chance to capture and record it into the Transformation Diary. The success rate of capturing can be increased by equipping a Dream Catcher, by selecting the Adventure Talent, and by having the Transformation Enhancement Set Effect. The method of killing does not matter. Pet and summoned golem kills can cause a capture. However, they must be your finishes and not another party member's. Finish is assigned by the highest amount of hits rather than the highest damage dealt to a monster. However, if an enemy kills itself with Self-Destruct, it will not count. Depending on the creature, you may have to capture it up to 5 times before learning how to transform into it. You may only collect creatures of your Transformation Mastery rank and below. You can also collect creatures automatically through Shamala's Monster Transformation Medal regardless of your Transformation Mastery rank. However, you still need the respective rank in order to transform into said monster. If you use a medal for a monster that is above your rank, you will gain the skill EXP when you reach the respective rank. Certain monsters, such as Skeletons, may have multiple variations that can be transformed into at random. You can only use the skills that the creature possess, but limited to Defense, Smash, Counterattack, Windmill, Rest, and Gestures. You can also use skills that the creature does not have in its regular AI. For example, Spiders can use Smash and Counterattack. The ranks, effects, loading, and cooldown times of the skills will be that of the player's. If the creature has a non-melee weapon, such as a Hollow Knight's crossbow, it will still be treated as a melee weapon.  
    Treasure hunter skills (not adding to adventure talent if raised)
     Exploration mastery: 
    Passively increases the Exploration Experience gained through L-Rod Exploration, Sketching, and Exploration Quests and increases the detection range of L-Rods. Monster finishes, turning in Courcle Artifacts or Exploration Statues to Voight, turning in Fossils to Belita, or Hot-Air Ballooning are unaffected by the EXP bonus. Treasure Dungeons can only be found while Treasure Hunter is your active talent. Treasure Dungeons may not be entered if you are not on the Treasure Hunter talent. Starting at Rank 6, L-Rod Exploration has a chance to reveal the possible locations of artifacts on the Mini-map. When this occurs, all "nearby" possible artifact locations are illuminated on the map with orange markers for approximately 2 seconds  Artifact investigation:
    Allows the player to attempt appraisal and restoration of artifacts in a similar manner to Voight's appraisal/restoration services. There is a fixed Gold cost for every appraisal or restoration attempt based on this skill's rank. The gold cost has a chance to be nullified with this skill's Master Title. Unlike Voight's restoration, failed restoration attempts through this skill will not cause the artifact to vanish. The artifact's quality is random, but may be higher than from Voight's services. The appraisal rate is always 100%. There is a cooldown after every appraisal or restoration attempt. *Ranking the skill to 1 will make you waste more money than anything, so if you still want to rank it, make sure to have x2, x4 (or, even better) x8 bonuses to make it less costly.
     Crisis escape: 
    Allows one to transform into an inanimate object, removing all aggro from the player. There are four forms that are randomly used when activating the skill: Viewscope, Telescope, Crystal Ball, and Quest Board. Each one is obtained at Rank Novice, Rank C, Rank 8, and Rank 3, respectively. Hidden skill:
     Doppelganger: This skill allows you to gather monster souls and turn them into clones to attack your enemies. The higher the skill is ranked, the more doppelgangers you will be able to summon with the skill. You must gather monster souls each time you use this skill.
    Obtained when the player gets Apprentice Vagabond; composed of Close combat and Adventure talents, and completes the mini-quest for it.
    Actions related to the skillset:
     Sketch: Enables the player to draw a monster, at the condition of it staying still long enough. Requires sketch paper in order to use.
     L-Rod exploration: Allows the player to uncover hidden items, artifacts, or treasure within Iria to gain Exploration Experience.  They are required to use the L-Rod Exploration and Land Maker actions. Equip a L-Rod to gain the action. 
    The action is defaulted hotkeyed as "X". Sometimes when searching for artifacts in Connous's Longa Desert or anywhere in Physis, a notice will inform the player to find a different method to uncover a hidden artifact. This means to use Land Maker. Walking near a hidden object with Awakening of Light active will automatically uncover it in the same manner as L-Rod Exploration. The action's width depends on the rank of Exploration mastery. Samhain (Saturday) increases the L-Rod's detection range.
    This may make it harder for players who are used to the normal shorter range, as it more possible for multiple targets to overlap.
    It states that "The accuracy increases over time." However that is a typo; it means that Samhain increases the detection range of the L-Rods for the day, not over time.
    The standard range of the L-Rod is equivalent to the covered area that you walked on the map.  Land maker: The action for transforming landscapes using a tool. Obtained when the player equips either a Cold Wind, Snowfield, or a Warm Wind L-rod. Use the L-Rod of Cold Wind to either lower the sand hills, or the L-Rod of warm wind to raise the sand hills.
    Snowfield L-Rod: Giant-only, used to create a hole in the ground in the snowfields of Physis. Snowfield L-Rod (Human Only): Giant-aligned Human-only, used to create a hole in the ground in the snowfields of Physis. Cold Wind L-Rod: Elf-only, used to create a hole in the ground in the deserts of Connous. Cold Wind L-Rod (Human only): Elf-aligned Human-only, used to create a hole in the ground in the deserts of Connous. Warm Wind L-Rod: Elf-only, used to create a mound in the deserts of Connous. Warm Wind L-Rod (Human Only) Elf-aligned Human-only, used to create a mound in the deserts of Connous. When used with a Cold Wind L-Rod or Snowfield L-Rod, the terrain in Connous's Longa Desert, anywhere in Physis, and north of Zardine's Raspa Volcano will temporarily fall, allowing the player to uncover burrowed items, artifacts, animals, and monsters for exploration experience. Giants may use Stomp to substitute the above L-Rods. The player may need to use L-Rod Exploration after digging enough. At Raspa Volcano, lowering the terrain and then hiding in the crater will safeguard players from the Red Dragon's Meteor. When used with a Warm Wind L-Rod, the terrain in Connous's Longa Desert will rise. So far, raising the terrain is only needed in the Exploration Quest "Collect Cobra Pillar Statue Stone Fragment" where the sand needs to be raised high enough in order to find the Cobra Pillar Statue. The Land Maker Action has a lower finding radius than L-Rod Exploration. Due to this, it may take multiple attempts to uncover the artifact, despite being next to it. 2. Master or Usefulness?
    Adventure is a special talent in the sense that it doesn't have a lot of skills, so each one highly contributes to the talent experience pool. It is relatively easy, even if some skills are somewhat grindy, like fishing and taming.
    The uses you can make off this skillset entirely depends on what you want to gain from it.
    If you want to rank the most useful skills, I will not lie, every skill is useful. It all depends on what you do in-game.
    For instance, rest will make your stamina regenerate faster. A campfire can make an indestructible obstacle. Fishing is necessary to get fish for cooking. Transformation mastery lets you change into an animal that can be faster than you are (like a horse). Taming, well.... taming is fun to boast about? You can also get some titles with it by taming, for example, an elephant or a succubus. If you want to reach master adventurer / be able to use the demonic dream catcher:

    *Taming can be used to complete the last steps you will need to reach master, depending on your current rank of transformation mastery. It is recommended you max out campfire, rest and fishing first since they are the ones that give most of talent xp.
    * In any case, taming should be a priority since it is highly CP-dependant. CP gear is extremely handy to rank this skill. It also costs little AP. You won't get much talent experience from it, though.
    *Since you will be traveling a lot and battle any and every kind of monster for transformation mastery, you might want to already have ranked other combat skills or get help.
    *All that travel WILL make you gain money, no matter what. So you don't have to worry much about the repair costs. Don't forget to hunt down any ''ancient'' monster you see, since they can give you sweet loot! Be aware that they are stronger than their normal counterpart, though.
    3. Tools & Weapons
    Seeing as the adventure talent (minus for transformation mastery) doesn't have any offensive skills, you will only have to use the tools needed for each skill, if applicable.
    3.1 For Fishing:
     Fishing Rod: 0-4 Base damage
    The most common of fishing tools. Obtained at general shops, butler partners, handicraft, or l-rod exploration in iria.
     Item Fishing Pole W22: 0-4 Base damage
    Obtained through Handicrafting. Requires rank 5 Fishing and above in order to use. Gives a better fishing rate of items, not including fish or quest scrolls.
     Life exploration Fishing rod: 0-4 Base damage
    Obtained by finishing the Inscription Collector quest which requires you to use the Fishing skill to collect 24 different species of fish for the Collection Journal.
    Gains 0.6 Max Damage per Fishing Journal star, for a total of +90 Max Damage. Gains 0.15 Critical per Fishing Journal star, for a total of 22.5 Critical. The middle part changes colors depending on the last equipped weapon. Baits:
     Fishing bait  is required to be able to fish. It can be bought from most general shops or a Butler partner.
    Besides this one, not counting event bait, here are the main three kinds of baits:
     Gourmet Feeding bait: Higher chances of catching fish. Obtained from the Hot spring monkey's bait box.
     Item Illusion T46: Obtained from Handicraft or through the Bait box given by hot spring monkeys. Requires rank 5 Fishing to use. Best used with the item fishing pole W22 for better results at getting items.
     Large Catch Bait feeder: Higher chance of catching large fish. Obtained from the Hot spring monkey's bait box.
     
    3.2 For Taming:
    *Taming canes are not meant to fight with.
     Courcle taming cane: 0-4 base Damage, taming taming success rate bonus +1
    Obtained from:
    Ruwai in Cor village  Maid partners.  Ancient taming cane: 0-4 base Damage, taming taming success rate bonus +2
    Obtained from: 
    Courcle Excavation Journal No.5 Possible reward from a Restored Boxed Artifact Hot-Air Ballooning 21~25 stars possible reward  Tikka wood taming cane: 0-4 base Damage, taming success rate bonus +3
    Obtained from: 
    Possible reward from a Restored Boxed Artifact Courcle Excavation Journal No.9 Hot-Air Ballooning 36~40 stars possible reward Rafting 48 stars  Life exploration taming cane: 0-4 base Damage, taming taming success rate bonus +3
    Obtained from: Finishing the quest The Big game hunter, which requires the player to tame 90 animals and monsters from the taming collection journal.
     
    Taming baits:
    Bait is required in order to be able to use the taming skill. Better canes coupled with better baits will give better results at taming.
     Courcle Taming bait: Taming bonus +1
    Basic bait, sold from Tupai in Cor village.
     Ruwai Taming bait: Taming bonus +2
    Reward of Courcle Excavation Journal No. 3 collection book, sold by Voight.
    Loved Food Rewards of Hot Spring Monkeys.
     Tupai Taming bait: taming bonus +3
    Reward of Courcle Excavation Journal No. 7 collection book, sold by Voight.
    Loved Food Rewards of Hot Spring Monkeys.
    Synthesis (Fixed recipe)
     Shrimp Taming bait: Taming bonus +6
    Obtained through kneading.
     Taitinn carp Taming bait: Taming bonus +7
    Obtained through kneading.
     Hot spring Taming bait: Taming bonus +10
    Possible reward from feeding the Glutton Monkey at the Hot Springs a loved food.
    *Each bait stacks up to 100, so make sure to have plenty as you go on and try to tame monsters, since it is likely you will fail a lot.
     
    3.3 For Transformation mastery:
     Ordinary Dream catcher: 7-15 Damage, Transformation collection rate bonus rate +2%
    The most basic of dream catchers. You can obtain it from Shamala.
    Ordinary Dream catcher for Beginners: 5-12 Damage, Transformation collection rate bonus rate +2%
     You can get this weaker version by doing Shamala's transformation training quests. I recommend you hold onto that one, since the repair costs are of 1 gold a point.
     Moonlight Dream Catcher:  14-24 Damage, Transformation collection rate  bonus rate +5%
    Obtained from the Trade assistant imp for 600,000 ducats.
    3.4 Exploring:
    *L-rods are not meant to fight with. The exception to this are the sun road and sun prophet colts, as they serve a dual purpose.
     L-Rod:
    Basic exploration tool. Can be Bought from Alexina, Hagel, Krug, Voight, Arenen and the Maid partner.
     Cold Wind L-rod: 
    Elf and Human- only L-rod. Obtained through Hagel in Filia.
     Warm Wind L-rod:
    Elf and human-only. Obtained through Hagel in Filia.
    *It actually has little purpose in-game, and as such, is not worth buying.
     Snowfield L-rod: 
    Giant and Human-only. Obtained through Krug in Vales.
     Sun Road colt: 1-30 base Damage.
    Acts as both guns and L-rod. Requires mana bullets to fire. Obtained through Hillwen engineering. 
     Sun prophet colt: 3-40 base Damage.
    Acts as both guns and L-rod. Requires mana bullets to fire. Obtained through Hillwen engineering, or during the Treasure hunter Ace giveaway event.
    3.5 Demonic Weapon
    Demonic nightmare Dream catcher : 18-31 Damage, Transformation collection rate bonus rate +10%
    Cannot be upgraded, but an Engineer's enchant on it is most useful, as it cuts repair fees by 50%.
    You can obtain it from either Handicraft, or by doing Saga season 1 episode 9 with better rates on Fridays, Saturdays and Sundays.
    4. Equipment
     Shamala's outfit (F) and (M):
    Obtained through Monster summoning urns, other players or the holiday Gachapon.
    Particularly useful when a player is ranking transformation mastery, as it enhances the collection rate by a significant amount.
     
    5. Enchants
    There are no enchants that directly benefit the skills. 
    Suffixes:
    Engineer's : Rank 9
    **Due to the fact that it can be used on any equipment, it is particularly useful to put it on any costly equipment, as it cuts the repair fees of 50%.
    Obtained from :Emerald Bison, Hillwen's Nightmare Event.
     
    6. Titles
    Not many master titles of this talent benefit to their corresponding skill, if it is obtainable at all.
    Finishing the rank 1 transformation mastery collection will not grant you a title, but rather the ability to transform into Shamala.
    Otherwise, this is the only title that boosts its skill's effect and function.
    the Master of Animal Taming:   Dex +10, Strength +12, Taming success rate increased
     
    Second titles:
     Treasure Hunter: Max ATT +15, Treasure Dungeon Exploration Success Rate +15, Magic DEF +10, Magic Protection +6. Obtained using a title coupon.
     Tupai:  Taming Success Rate +10%. Obtained using a title coupon.
     SAO Nishida: Increased automatic success rate for fishing. SAO crossover event-exclusive.
     ALO Asuna: Magic Attack +40, Bolt Magic +2%, Animal Taming +20%. SAO crossover event-exclusive.
     Shenon: Increased automatic success rate for fishing. Obtained using a title coupon.
     
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