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  1. NOTE: I found a forum thread with all the answers on it you can find it here:http://mabinogi.nexon.net/Community/forums#%2Fshowthread.php%3F1556027-The-Endings-You-Got-The-Choices-You-Made-(Little-Ghost-Event-Possible-Spoilers)%26nxid%3D10 However I have also posted the answers on this thread as well Enjoy. I would recommend trying to do this event on your own first so that you can enjoy it more. I figured i would post how to get the all the ending for the event so that people don't get too stumped. This guide should be spoiler free. Aflie 1: (This one works) Find the little ghost Who says you need to be scary? I know i know I want to go to the haunted house Leave him alone Fight Colton Fight Colton again Tell me about your past Yes We should go together Alfie 2: Find the little Ghost So what happened Yesterday? Take your time (Fight Colton again) I saw Colton It is better to know We should go together Look behind you Kyle 1: (This one works) Haunted House You should be more kind to your brother I was there for a minute (use force) Is that really best for him? Yes Will you think it over once more? Kyle 2: Haunted House You should be more kind to your brother I was there for a minute (use your words) Yes/No (Use force)/Will you think it over once more? Colton 1: (This one works) Go to the pasture Force him to listen What happened Yesterday? Its his fault See Kyle Tell the little ghost to pretend he doesn't know Who are you talking about? Colton 2 (Wait for him to talk) No its not his fault Go see Kyle Give him a sincere apology William 1 (This one works) You intrigue me... We should go back to the house together With the little Ghost Not with those intentions Because this is best for everyone William 2 Go to William You intrigue me... We should go to the house together With the little ghost I will not stop you Because you are wrong I will continue to update feel free to add your choices on here as well.
  2. 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. I might add that I may be a little biased towards elven archery, since I did not fully try the human version. If there is anything that seems to miss, please do tell me. (Information and pictures from the Mabinogi Wiki have been used to complement this guide.) 1. Overview Archery is a talent restricted to Humans and Elves to use. Its main focus is to help support the melee players on the front line, with the main goal of themselves staying out of harm's way. It emphasizes fighting with ranged weapons, such as Bows and Crossbows. It was meant to be one of the talents in which elves would shine, but it turns out instead that both races are somewhat on equal footing due to skill and ability differences. The giant way of using ranged attacks, on the other side, is Javelin Throwing with an Atlatl, using the Throwing attack skill. I will cover this part down below after Human and elven archery for easier reading and general comprehension, since it is not a talent in itself. Now let's have a look at those skills: Ranged Attack: The Basic archery skill. You need either a Bow or a Crossbow equipped, as well as the correct projectile (Arrows and Bolts respectively) to use. It enables, like its name says, to attack from a ranged distance. The type of weapon you have equipped will affect said range. It is noteworthy that Bows in general have a better range than crossbows. The skill's aim bonus does not affect Crash shot or Magnum Shot. Ranged Attack and all Archery fire can be dodged with the Evasion skill, also usable by some monsters and enemies, like the Cessair in Saga. Note: Players with high latency might not have their aiming meter synchronized with the server. Race Particularities: Elves: Shoots two arrows per shot. If one arrow misses, the other will miss as well. It is possible to put an enemy in deadly with the first shot and to finish them with the second one. If an enemy uses Defense, only one arrow will hit. (Both arrows are still used) Can run while the skill is charged, as well as to charge the skill while running. Can use the skill on a mount.Elves cannot use it while mounted on a pet that can use flight, with the exception of Pegasi, Dragons and the Crystal Deer The aiming Meter goes up to 100%. If the opponent is standing still, max aim meter is 100%. If the opponent is walking, max aim meter is 95%. If the opponent is running, max aim meter is 90%. If the character is moving, max aim meter is 50%. Aiming at 70% or higher has an increased chance to hit, despite what is listed. How much is increased is currently unknown. Humans: Shoots one arrow per shot.The enemy will not be knocked back with a single shot. It is possible, however, to knock back with multiple shots. The aiming Meter goes up to 100%. If the opponent is standing still, max aim meter is 100%. If the opponent is walking, max aim meter is 95%. If the opponent is running, max aim meter is 90%. Occasionally an enemy may be just outside the player's range despite the game showing them as in range, causing your attacks to miss. Aiming speed multiplier increases with higher rank. Stunning with this skill triggers most monsters to attempt to use a basic attack on the player. Critical hits will reset the monster's AI instead. This is dependent on the Monster's AI. Magnum Shot: The smash equivalent for archery. It has a slower aim draw, but it is considerably more powerful and will knock back your opponent, unless they have range resistance or knockback immunity. Uses one missile per shot. Note: Will not knock down opponents using Defense with a Shield equipped, given the shot does not kill or place the target into Deadly status. Starting from Rank 5, Magnum Shot can cause Splash Damage. Race differences: Elves: Elves can use Magnum Shot while Mounted, but the Mount will be slowed to a walking pace while the skill is active. The slowdown can be avoided by setting a waypoint before loading Magnum Shot. Shorter cooldown compared to humans. Support Shot: Weakens the enemy and makes them vulnerable for a short period of time, increasing the damage done by the next melee attack, fighter attack, or Flash Launcher that strikes the enemy by a fixed percentage. Blaze's damage, both the initial blow and explosion, are affected by Support Shot. Hydra Transmutation's tick damage is also affected by Support Shot. An enemy hit by Support Shot is stunned for 4 seconds. Using the skill on an already weakened target will overwrite the effects of the previous support shot. The aiming speed of support shot is increased by your rank in Ranged Attack. Support Shot does not affect the Knockdown Gauge of an enemy. If Support Shot is used against an enemy who is in the process of being knocked back, the enemy's recovery animation will be skipped. Attacks from a summoned Golem will not count towards Support Shot's melee attack. Crash Shot: A skill that fires an arrowhead, which senses enemies using the same principle as an Ice Mine. If the arrowhead detects nearby enemies when it pierces your target, it will detonate, splintering its fragments to hit other enemies. Remember to aim at enemies at the center of a crowd. If there are no other enemies around, the arrowhead will not detonate. Fragments are released one second after the initial hit only if there are other targets within the explosion radius. Explosion radius is based on the target's location just before the fragments are released. Fragments will not target Barrier Spikes. Targets hit by the fragments will not aggro the user. If the initial target is still alive after detonation, it will be pushed back and take damage equal to:(Initial Target Fragment Damage * # of Enemies Hit) + 100%. Critical Hit calculation for the initial hit and fragments are separate. Ignores enemy protection. Urgent Shot: A safeguard skill that is meant to be used when the user misses a shot. Once activated, it will fire a shot that will knock back the enemy. After use, it will also increase the aiming speed of your next attack, including Magnum shot and Crash shot. The player has 3 seconds to use the skill after a miss or it will cancel. Unlike other Archery Skills, Urgent Shot has no aim time, meaning that shot cannot miss. The shot is also instantly fired upon use. This also prevents Evasion and Luck's passive evasion from avoiding Urgent Shot. However if the target moves out of the weapon's effective range as the skill is being used, Urgent Shot will miss. Critical Hit: Passively increases the chance to land Critical hits. Bow Mastery: Passively increases bow aim speed and minimum/maximum damage. Crossbow Mastery: Passively increases Crossbow aim speed and minimum/maximum damage, Critical chance, and Armor Pierce when using crossbow weapons.. The critical bonus from this skill, as well as the master title, will be applied to the player's magic critical provided they have a crossbow type weapon equipped. Human- Exclusive: Arrow Revolver: The human version of Final Shot. The user charges up 5 arrows they can use at once, until the skill's effect wears off. Be aware, if you are knocked down while the skill is used, it will cancel out. Each shot fired successively will obtain a damage percentage bonus. As such, when a user shots off 5 arrows successively at rank 1, the fifth shot will do 190% of a normal arrow's damage. Each shot must be aimed separately. The firing delay between each shot is dependent on the weapon's Attack Speed. Should the weapon's durability reach 0 before all shots are fired, it is still possible to fire off the remaining number of missiles. The skill can be loaded again if the user has less than 5 missiles remaining. This will reset the number of shots available to 5. While the skill is loaded, the user will be slowed to a walk.Using a Crossbow allows the user to run freely. Arrow Revolver's cooldown restarts after every shot. The cooldown only applies to loading the skill, and not the individual shots. Starting at Rank 5, the first shot gains an aim bonus; the aiming meter starts at the number listed, greatly improving aiming speed. Elf-Exclusive: Mirage Missile: Fires an arrow/bolt that afflicts the target with the mirage status effect, steadily draining their HP over time while decreasing their Movement Speed. The mirage can spread to other nearby enemies. Antidote potions cannot cure the poison effect, as it is not the same than regular poisoning. Mirage damage can be increased with higher Intelligence and Dexterity. If the target is killed by the arrow/bolt, the mirage effect will still spread to surrounding enemies, however the killing blow may knock the enemy away from others and outside of the mirage range. Mirage damage ticks every 3 seconds. The shock effect will also spread to nearby monsters in "sleep" states (e.g. Mimics, Sulfur Golems, etc.) without "waking" them. Mirage damage cannot score criticals, only the initial arrow. Mirage damage can kill the target. Mirage damage bypasses Mana Shield and Invulnerability. The user has to stand still to aim, and will be forced to walk if they move with the skill up. Final Shot: The elven Final Hit. Teleportation time and the duration of the skill gets better with higher ranks. The user can use shift+ clicking to teleport somewhere while the skill is in use. While active: The aiming speed of all Archery Skills is increased. The user gains an immunity to stun from enemy archery attacks. When used, a green bar appears under the HP bar, representing Final Shot's duration. The bar temporarily disappears when loading any Archery Skill. As of Renovation update, using teleportation will not reduce the skill's time anymore. Starting at Rank 5, Ranged Attack will start aiming at 50%. Cannot be used on a Mount. Falcon Transformation Mode: Hidden skill: Spider Shot: Requires the Apprentice Trapper talent, which consists of Archery, Tailoring and Carpentry talents. Sets a Spider Trap in the shape of a spider web. It will tangle up enemies, immobilizing them. The trap will break after a short time or if it's damaged. Hit the trapped enemy with a ranged attack right away for greater Critical Damage. Must be equipped with a Bow or a Crossbow to use the skill. Requires Spider traps in the player's inventory to use. These can be made via Handcrafting thin thread balls. They can also be bought at the Tir Chonaill General shop keeper, Malcolm, at the price of 10k for 10. Any damage done to a trapped enemy will destroy the trap and free the target. Spider Shot does not aggro targeted enemies. Attacking a trapped enemy will not guarantee a critical hit at a 100% rate. Skill range is equal to attack range of the weapon used. Like Urgent Shot, Spider Shot has no aim time. The skill is instantaneously loaded and fired, and cannot miss. Additionally, Elves cannot use Spider Shot while on a mount. 2. Goals: Master or Usefulness? Archery is a talent that is very easy to obtain the master talent for, at least for elves. Functionality is already embedded in it due to its mechanics. Regarding human archery, the process of obtaining Arrow revolver makes this skillset a little harder for humans to use until they get the skill. To reach master: Elves: Humans: Tips: For elves, try to get final shot and mirage missile as soon as possible. They are both key skills to have to train the talent, and final shot especially is easy to train and will award you a lot of talent experience. Support shot can be trained for the last few steps until master. For humans, it might be hard to obtain arrow revolver, but it is as with the elves's final shot: relatively easy to train, and gives a lot of talent experience. Additionally, while you focus on getting the pages for the skill, you will be able to train the other main ones. Likewise with elves, support shot can be trained for the last few steps until master. For usefulness: Elves: Humans: The Bow/Crossbow masteries are there by choice only. If you use bows more often, then you can let crossbow mastery out, and vice-versa. Mirage missile is especially useful as it can affect monsters that are otherwise invulnerable to normal damage, like the Arc Lich or the Magic golems in Longa desert dungeon. *In the case of Critical hit, it is good to note that it doesn't only affect ranged attack, but also Close Combat and Lance ones. Due to the skill's nature, your critical hit percentage will also raise, which is good no matter the weapon you use. Spider shot is entirely up to your preferences, but while the skill's original aim was good, I personally do not find it useful enough to bother to rank. Training tips: For all the CP-dependant skills: You might want to have CP-reducing gear handy, either a Jackal or a Raccoon Cub-enchanted outfit. This will make your training considerably easier the farther you get in the skillset. Support shot: Use it as often as you can, since it is a heavily grindy skill. Your efforts will be worth it though. Support/Magnum or Support/Ranged attack is usually a good combo. It is possible to train the skill in Shyllien for the requirement ''Successfully use Support Shot without knocking down the enemy'' on Mutant plants, since they cannot be knocked down. The same is true for any carnivorous plant. Be aware that Man-eating plants have a resistance against ranged attacks, and unless you have a bow that exceeds their fireball range, it is a bad idea to use them for training. Crash shot: Since having still/grouped enemies is important for training, Shyllien is a good place to train the skill. For the quest to obtain the skill, you can easily obtain the unknown ore fragments in Hillwen B1. Final shot: Best trained at the foxes in Tir or the mongooses in filia for early ranks. If you do not have CP gear, Tara Shadow missions like ''The Other Alchemists'' or ''Fomor Attack'' are also good places to train. Mirage Missile: The Tara shadow mission ''Their Method'' is a good spot to train the skill up to a certain point. Arrow Revolver: Same as final shot. CP gear will make your training considerably easier. 3. Weapons 3.1 Bows VS Crossbows Choosing what is best for you between a bow and a crossbow entirely depends on how you do things. Crossbows: Pros: Piercing damage, Balance, Critical hit rate are better than Bows. Injury rate may as well be higher. Cons: Not as much variety than Bows, no demonic weapon, Far shorter range. The best Crossbows are also hard to come by for a newer player. Bows: Pros: Long range, Better damage, Variety. Gets a damage bonus if an arrow is shot while the player is near a campfire. Cons: Depending on the type of bow, it may be costly to repair and maintain. Short bows have a smaller range, but retain most of a bow's quality, so if you are unsure, you can try one and see how you prefer to fight with a ranged weapon. In general, using a crossbow will be better if you do things that make you fight in closed rooms, such as Shadow missions or dungeons. Bows, on the other hand, are better if you are out hunting outside in the fields, or in places that cover a wide area. 3.2: Crossbow Types 3.3: Bow types 3.4 Arrow and Bolt Types Any archer wants the best projectiles to be able to make the most of each shot. Here below is a list of each arrow and bolt types. Note that some projectiles are harder to come by than most. Arrows: Bolts: 3.5 Demonic Weapon Demonic Infinity Bow: 16~32 Base damage, 24%~96% Injury Rate, 2400 Range. Requires master Archer to use. Obtainable from Carpentry, or the Saga Episode 6 Box with better rates on Wednesdays, Saturdays or Sundays. Note: While it is a very good bow early on, there are lots of more expensive and rare bows that are arguably better than this one for hard content, depending on what you do want from a bow. It is a good stepping stone until you manage to get such bows, like the Black Dragon Knight's bow or the Bhafel Hunter/Huntress. Those have a smaller range, but deal more damage than the demonic bow. The demonic bow's injury rate is still higher than those two. It is nonetheless a good standalone bow that is relatively easier to obtain. ***Also, getting en Engineer's enchant on it will make the repair costs easier on your wallet. Upgrade Sequence: All upgrades can be made at Nerys in Dunbarton, Meles and Castanea In Filia, or Edern in Bangor. 0~0 : Break Infinite Bow seal - 100,000 g The rest is up to your preferences. Blue or Red Upgrade? Since archery relies more on critical damage rather than Min-Max Damage, it is better to use Red upgrade stones on it. 4. Equipment : The Bohemian Set F set: M Set: Most of this set can be only obtained through killing 'ancient' titled monsters. The equipment set, when the bonus from all the pieces equals to 10, will enhance Both Magnum and Support shot. As such, it is important that you gather pieces that offer 2-3 enhancement with each part. Plus, each time you see an ancient monster, it means more easy training, so go for it! (if you can handle the monster, of course. Wouldn't want you to die trying to fight an ancient sulfur golem for instance, right?) 5. Enchants Note that this part may be highly incomplete, as I am not that knowledgeable on enchants (and turns out that there are a lot of enchants that are for archery. If you are looking for enchants to enhance a specific skill, I recommend you take a look at the page of said skill on the wiki. At the bottom of it, you'll be able to see related enchants.) If i forgot any major enchants that are unavoidable use on your equipment, tell me! ***Reminder that any enchants rank 5 and above that fails will result in destruction of your weapon/equipment! Prefixes Mirage: Rank 9 Obtained from: Reward for discovering longa ruins Glorious: Rank 8 Obtained From: Bundle of enchant scrolls (Archery), Composite Bow (Shadow Cast city Adv/Hard), Auction Snowfall Rank 8 Sometimes comes on highlander bows and crossbows pre-enchanted from gachapons. Obtained from: Giant alligator, Prison zombies, Auction, Bundle of enchant scrolls (Archery) Swift: Rank 8 Obtained from: Bundle of enchant scrolls (Archery), Mace (Ciar Int HM reward) Nobility: Rank 7 (personalizes) Obtained from: Longa mysterious arrow dungeon Knocking: Rank 5 Obtained from: Peaca abyss, Abb neagh convoy escort shadow mission Interlocking: Rank 4 (personalizes, enchant enabled rank regardless) Obtained from: Belvast hostage rescue Lord mission Suffixes Skilled: Rank C Obtained From: Head Hyena, Seal Merchant, Fomor leather long bow / Fomor elven long bow / Fomor hobnail knuckle (Limited tab of the commerce imp's shop) Ogress: Rank C Obtained from: Short bow (Ogre warrior, Grumbill (orange), secret experiement in the underground waterway reward) Delusional: Rank B Obtained from: Ifrit, Bundle of enchant scrolls, Fiodh Int for Four Cactus: Rank A Obtained from: Emerald magic golem Hitting: Rank 9 Obtained from: Lingering darkness Int/Adv/Hard, Metal skeleton (full armor), Prizon zomies, Red dragon raid Wanderer: Rank 9 (personalizes) Obtained From: Auction Thorn Lotus: Rank 9 (personalizes) Obtained From : Exclusive Enchant Scroll (Balrog) Sniping: Rank 8 Obtained from: Gathering axe (Guardian of Partholon Int/Adv/Hard) Shelter : Rank 6 (Enchant enabled rank regardless) Obtained from : Alban training grounds (Hall of Rangers) Target: Rank 5 (personalizes, enchant enabled rank regardless) Obtained from: White dragon Raid Palm Tree: Rank 5 Obtained from: Guardian of Ruins (Mysterious), Auction Broken Arrow: (Rank 3) Lingering Darness Adv/Hard, Obtain the rare book (adv/hard, G10 Shadow mission) 6.Titles Most of the master titles related to the archery skills give a boost of Dexterity, the stat that archery uses to determine damage. Any other titles that give you a dexterity bonus until you get those titles are also useful. The sniper: Acquire rank 1 in Bow Mastery, Crash Shot, Crossbow Mastery, Magnum Shot, Ranged Attack, Support Shot, and Urgent Shot. (Dex +50, Critical +10%) the Master of Range (Max HP +20, Max SP +30, Str -20, Dex +20, Will -20) the Master of Bows (When equipped with a bow, Max damage +10, Max Stamina +10, STR -15) the Master of Crossbows (Critical +10 when using a Crossbow , Max Stamina +10 , STR -15) the Master of Support Shot (Dex +20, Support Shot's Bonus Melee Damage +30%, STR -20, Will -10) the Master of Final Shot (Dex +30, Will +15, Max HP -15, Str -10) the Master of Crash Shot (Stamina +20, Dexterity +10, Mana +20, Crash Shot Splash Damage +10%, Strength -25) the Master of Spider Trap (Dex +15, Critical +10% , Luck -10) Second titles: Any second titles that can benefit your critical percentage or maximum damage are useful. ------------------- 7. Giant Range Giant's Throwing attack: Requires an Atlatl and Javelins to use. Throws a javelin at an enemy from a distance. This attack automatically sets the accuracy to 90% at ranks F-6. The maximum accuracy raises to 95% at ranks 5-2 and 99% at rank 1. If the target is moving, then the accuracy decreases by 5% if walking, or 10% if running. Players may run while this skill is loading and after it has loaded. The damage formula for Throwing Attack is (Atlatl Damage Range + Javelin Bonus + Strength Bonus + Equipment Damage Enchants) * Rank Multiplier. Every 3 Strength adds +1 to Maximum Damage and every 5 Strength adds to +1 Minimum Damage.Short Javelins add 10 max damage while Long Javelins add 25 max damage. Refer to the Javelins List for other varieties. Can be loaded during Windmill's animation, but can not be used until the animation ends. As a ranged ability, Throwing Attack's effects are shunted by Natural Shield, Charge can block it, and Evasion can dodge the javelin. 7.1 Weapon Types Atlatls: Javelins: 7.2: Titles the Master of Atlatls: Max HP +20, Max SP +20, Str +20, Skill Effectiveness +10%, Dex -25 Since the skill gets a bonus from Strength, any second title that gives strength to your character is good as well.
  3. 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.
  4. 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.
  5. So basically I'm in the progress of writing a comprehensive Alchemy guide. I'll probably update it a few times a day. I intend to hit everything EVER. Reforges, every skill, gear, equipment, damage formulas. I even plan to incorporate my interactive damage spreadsheets into this. Anyways, I just started this today and I'll keep it updated. Comment, Criticize, and enjoy. https://docs.google.com/document/d/1-G1skrY0s-CkYfagF5Vexjzq9dIX_57HHzOk9f_0uJw/edit?usp=sharing My biggest question right now is if I should include the wiki tables for skill ranks in each of the skill sections, should I?
  6. Alrighty. Let's start with, Tips 1. There is no way to use campfires/food while inside. Take care of that outside. Only potions can be used inside. Also Crisis escape does not work. 2. The orb in which begins the monster summoning spawn CAN BE USED as a campfire-like object, saving you from direct liniar attacks like Claimh Solas's charge and Master Lich's Fireball. Good placement is required. 3. If the game provides you with it, use it. Use any buff you can grab your hands on. Now for my, Method 1.Sneeze through giant spider, small golem, tabhartes, siren, and succubus. I recommend hanging back at the initial spot behind the orb so they dont aggro you and use a long range attack to slam a dent in them, so they will be easy pickings as they get closer. I do firebolt/fireball as I see fit for Tabhartes and up. 2. For Claimh Solas I immediately begin using movement speed boosts. March song, Fleet feet, Shylocks step, Shield of Trust etc. You don't want to get run over by him. squishy or not. His hp is fairly easy to snip off if you use Ninja/ Fighter. Lullaby and Lance smash or something stronger ought to make a nice dent for you to work off of but make sure to not use something slow or he will punish you. 3. For Merrow, the waifu (please be gentle) her attacks are fairly easy to avoid, but use movement boosts just in case. Her debuff isn't as bad as grim reapers but it may still cause a problem later on. I use firebolt/ninja for her. 4. The key element in Grim Reaper is to not get hit. It's going to be tough even with movement speed buffs since his slash ranges have been doubled in size. If you find yourself using too many pots, then your falling right into what I call the "Cave Trap", which is basically getting royally screwed by pot poisoning and fighting a steroided Glas. I use way of the gun for Grim Reaper. 5. For Master Lich I immediately use shadow cloak and get close to him and the ghast that first aggroed (Only one will target you at a time). Lullaby, Battlefield overture, and Tranz should set up the perfect Sakura Abyss, eating up 75% of his HP or 1 shot him if I crit on all hits. If I'm lucky enough to crit then It's smooth sailing, but if not, I use demigod and I start snipping off the rest of his HP with Ninja. However if I have to use tons of pots to stay alive due to his attacks then I'll be falling further into the Cave Trap, especially if I get caught with that purple bubble bs that negates the usage of pots until it's gone. 6. Glas. The Master of the Cave Trap and the key element of screwing you over. To put it bluntly, if you are pot poisoned, you will be since his shoop da whoop pretty much puts you into deadly now, no matter how much HP you have. The point of the trap is so that the combination of Grim Reaper's debuff, and Master Lich's hellbent damage (no pun intended) cause you to be pot poisoned early on, resulting in a Trap where you fight a regenerating, steroided Glas Ghaibblean with little to no stats. A fight in vain. I spent 20 minutes in an epic battle against Glas the first time I tried the Cave, with most of my stats at 0 and Glas just kept regenerating. Now if you manage to begin fighting Glas without pot poison (or not as bad) try to catch some breathing room until the Ghasts despawn. I use Doppleganger (by killing the gargs) to avoid most of Glas's lazers, or I use smokescreen. Wotg, Ninja, Fighter, and Lance smash works great, the last one being the riskier one, but if you can land those hits, Glas won't pose much of a threat. Hope this guide helps!
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