rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
Welcome to one of the posts of all time. In here, I will be talking about how to build a stronger character in steps.
People know me as 'Maplestory' in-game so feel free to ask me any questions abouy this guide if you see me.
Mabinogi is a game where the player has the freedom to do anything they feel like, so feel free to choose which playstyle you want and progress at your own pace.
Though with that said, there is a clear difference in power if you do or do not rank Life Skills. So even if reluctantly, rank your required skills if you want to be the strongest you can be.
While ranking skills are important, so is gear and especially enchants. They factor in to at least 30% (or more!) to your total damage late game. I'd argue 70% of total Alchemy damage is from enchants lol.
New players often find themselves lost on what to focus on, so I pray that this guide will make them big and swole.
Reminder that if you are a new player, you can reset skills if you are below total level 300 at Duncan, or the other representative NPCs at each race's town in Iria. Check Proficiency tips in section '3. Gearing' for an easier time.
Glossary:
1. Playstyle - covers how they play, as well as difficulty to get into.
2. Skill Ranking - covers stat gains and which ones to be mindful to rank first.
3. Gearing - covers weapons, set effects, armors and accessories. Mostly a list of potential gear bases for enchanting.
4. Enchanting - covers and lists enchants and which ones to go for.
Do take in consideration that these are my opinions of the state of combat in Mabipro as someone who experienced each combat style (and with a little bias), in which I will elaborate more in the Playstyle category. Other more experienced players could have different opinions than mine, and that's fine too.
Some custom skills may be missed when posting this, I'll try to include every skill if possible.
I highly recommend reading ebi's Advanced Combat Mechanics Guide for the specifics of weapon hit count for stun timings (section3), knock back and knock down (section4, OTG reset very important to avoid), and skill mechanics and technicalities (section5,6,7). Though I will be mentioning some things from it in this post.
Snoid also made a wonderful guide for completely new players, covers a lot more things that I would here.
Do check it out, guide Link here
rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
1. Playstyle
Overview of each playstyle, with strengths and weaknesses.
Don't be afraid to multispec, but try to reach at least over 1k damage hits in a class first.
Jack-of-All-Trade-ing is only viable when you are strong.
Progressing through the generation quests also feel terrible when weak.
There will be a few tips but not a tutorial on how to fight.
A general note for choosing which race you want to play as: Humans are well rounded, making them use any playstyle with no drawbacks. Slowest movement speed of the races. Giants have great Melee potential, but weaker Magic power. They cannot use ranged either. Faster move speed than Humans. Elves have exceptional Ranged capabilities, okay Magic growth, but weak Melee specs. Even faster move speed than Giants.
1.1 Melee is as the word implies, close combat scuffles. With this playstyle you should expect to get hit more often than the others.
Melee revolves around finding opportunities to execute smash to maximize damage and avoiding hits. Windmill is also the most broken skill in the game, capable of granting invincibility frames to the player on use, as well as resetting enemy AI... don't forget about the health cost though.
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* Main stats is Strength for dmg, Will for crit. Ranking a few Dex skills for balance is optional (Giants may need this more).
* Easy to rank skills, Windmill and Doppelganger being the more difficult ones.
* Gear dependent, as Strength gain caps out low from ranking skills.
* Best races in order; Giants > Human > Elves.
Elves have same skill damage ratios as human, but their Strength gains are low.
Humans are middling but not bad at all (they get to dual wield swords and have final hit so that's cool).
Giants have significantly higher skill damage ratios with smash/charge and increased Strength gain. AND they can use Two handed swords with shields.
Giants also get Full Swing from their transformation, which is a heavy hitting AoE swing. Exceptional for clearing waves of mobs.
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* Smash - the main damaging skill for melee, knockdowns enemy on use and grants enemy I-Frames. Giants get increased load times and damage
* Assault Slash - jump on downed enemies to continue combos, decent damage when ranked. Up to 300% dmg at r1
* Windmill - AoE damage and knockback, resets AI, panic button for I-Frames. Most other skills can load during WM animation, counter/bolts cannot be loaded until WM animation finishes.
* Counter - avoid normal/smash attacks, knockdowns enemy. uses enemy attack stat against them (buffed in Mabipro)
* Defense - load to prevent a normal attack stun, does not prevent skills with knockdowns. Hits into deadly HP will ignore defense stun and knockdown player.
* Evasion - dodge rolls arrows, elemental bolts and water cannons.
* Charge - Gap closer, gives you defense against arrows against you during charge. Doesn't prevent knockdown and stun from Magnum shot, magic and alchemy. Giants get largely increased damage.
* Doppelganger (Shadow Bunshin) - costs souls to use, gain souls from killing mobs. Clone count increases as rank does.
* Final Hit (Humans) - best used with dual wield to prevent knockdown on hit, 2 handed and 1 handed weapons instant knockdowns enemies with this skill.
* Full Swing (Giants) - AoE Swing, only useable in transformation.
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There are 3 types of weapons and is classified into One or Two handed.
Swords have higher balance and is generally all rounded in stats.
Axes get increased crit chance but slightly lower max damage.
Blunts have high max damage but very low critical.
Two-handed weapons get an inherent increased smash damage multiplier, which is 1.2x.
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Low damage but shield makes you way tankier and forgiving from mistakes (+15 defense against melee attacks, -10 crit from enemy hits, boosted effects when using defense).
Shield allows you to make use of Charge.
Dual Wielded (Swords/Maces)
Moderate-High damage. The damage for each normal attack is based on the individual weapons hits, including critical hits. For single hit skills like smash/windmill, the damage of both weapons are added then averaged. Status screen also shows the average of both wielded weapons.
Normal attacks are stronger with DW from two hits. With N+1/2 (depending on the hitcount) you can afford to weave in two DW attacks before windmilling.
Humans with final hit also can cheese mobs with hit stuns.
Charge normally isn't possible without a shield, however, there are custom additions that enable shield-less charge (S upgraded Warsword). Windmill is rumored to be higher damage with DW than 2h, but that's just a theory... a game theory.
Two Handed
High Damage. While you wont be relying on normal attack hits, the inherent smash bonus mult makes 2H weapons very strong.
Giants can equip shields with 2H Swords, allowing them to charge and be more tanky.
Just as DW has Warswords for shield-less charge, the 2H category has Sea Swallows and R upgraded Winter Royal Blade that do the same.
There are tutorials out there, including the basic combat youtube playlist under #resources in the Mabipro Discord. So I'll only mention a few flow states/tips.
* Warning: Be careful of using Smash in party play as it can splash knockback and grant enemies I-Frames, which can cause party members' damage to miss or knock mobs out of Flame Burst and other AoE skills.
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* Basic smash combo; Smash > AS > WM
Some AI will allow free time after WM AI reset, allowing you to smash loop for free. (check ebi's post for AI tech)
If the enemy is far away, you can Charge to close the gap and get a free Smash combo. Keep in mind if they are trying to normal attack, passive defense activates or actively defending, you're charge will get interrupted. You can alleviate the Normal attack attempt by lightning/ice bolting the mob before charging.
N+1, which is the act of normal attacking and waiting to do another action before the hit stun ends.
This can be applied to extending the hit normal attack count (eg. slow 3hit weapon, stalling out the hit stun to fit in another attack for 4 hits)
OR
Normal attack into loading another skill. Most skills doesn't have enough skill load speed for this so the predominant one is
* N+1 > WM
Which can be combo'd into other skills afterwards.
Other Combo use cases; Counter into AS, Defense into N+1, WM as mobs get near into AS.
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1.2 Magic is the art of considered casting and slower tempo. While relatively the slowest combat style, it does well in burst damage and AoE clear.
Gameplay is tuned around picking which magic is best for the scenario, unlike Smash or Magnum shot as the One-For-All skills in other playstyles.
Difficult to start with from the repair costs of gear, lacking enchant availability, reliance on mana potions, and extreme AP costs. If you can stomach the slow start, it can turn out well, but only if you know what skills to focus on.
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* Main stat is Int, every 20 Int is +1% magic. Will for crit.
* Expensive and moderately difficult to rank skills. Also three key skills that is required is locked behind skill books, Meditation, Composing and Musical Knowledge.
* Mana evaporation from wands.
* Very skill ranking reliant, base damage is from skill rank and increases to them are percentage based,
For example; Rank 1 thunder 400 dmg x (15% from lightning mastery + 15% magic from Int stat) = 520 dmg. <- Simplified dmg calc but not the real thing.
Enchants and gear can add more damage, but relatively 70% of dmg is from ranking skills, including the Int gain (based from vibes dont quote me ><).
* Great room clear with Intermediate magics (Ice spear, Thunder) and Hailstorm for single target.
* Very reliant on Will/Luck and crit enchants for Bolts and Hailstorm. However Intermediate magics and Blaze ignore protection for crit calculations.
* Requires quest collection of pages for Intermediate Magics, as well as other quests for Hailstorm and Blaze. Tedious to start skilling for this reason.
* Best races in order: Elves > Humans > Giants
Elves have decreased mana cost for Ice Spear and slightly higher Int gain.
Giants have increased mana costs for most spells (Hailstorm cost the same) and slightly worse Int gain.
Humans middling with no up/downsides
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* Lightning bolt - fast cast decent dmg, hits once, hits chain with more charges.
* Ice bolt - fast cast low damage, each charge adds a hit
* Fire bolt - slow cast high damage, hits once, damage adds up per charge with an extra bonus at max charge.
* Fusion bolt - combines two elemental bolt effects, cast time is based on each individual bolt's cast times when inputted, has largely increased damage bonus.
* Blaze - does more damage the more knockdown gauge/stun the enemy has on use, maxing out on freshly downed enemies. Combat wands do 2.4x more damage than regular wands.
* Ice Spear - casting the spear shoots a rectangular AoE between you and the targeted mob, freezing enemies in its path. After 5 seconds the frozen mobs explode dealing damage. If mobs die from the explosion, a second explosion freezes mobs in an Aoe, dealing less damage but chains forever if mobs die.
* Thunder - initial tracer hit splashes in an AoE centered around the targeted mob, number of splashed enemies increases with charge and rank. Each charge adds a lightning strike after a wait time and the last strike doing extra dmg. Has a high stun duration during wait time, good for locking down mobs.
* Fireball - very slow cast time unless using dragon staff(cc+1) or Giant's Illanga Mace(cc+2), requiring 5 charges to fire. Good AoE size and damage. Best used for theatre missions or shadow missions.
* Hailstorm - long initial cast time but then charges Ice shards fairly quickly for good single target damage, damage bonus at max charges. There is also a small AoE that increases with charges. Great in shadow missions.
* Mana shield - MP as extra health bar, good for other classes as well. DMG to MP conversion efficiency increases with ranks and healing wand equipped.
* Elemental shields (fire/ice/lightning) - channel to create a shield that protects against respective element, best used against fireball/thunder in party play.
* Healing - healing skill, yea. costs stamina per heal if used on self.
* Party Healing - healing skill but for the whole party, yea. doesn't cost stamina when used even on self.
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There are 2 types of magic weapons, Wands being One handed and Staffs being Two handed.
Some other custom weapons also have upgrades that add magic damage and CC such as rapiers, but they are weaker than other wand options.
Elemental wands also boost their respective element skills. eg. Bolts gain increased damage if paired with their wands, Ice Spear gains increased target range with ice wand.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Wands have the glaring issue of mana evaporation when you unequip them, but they come with the advantages of being able to cast Intermediate magic skills without charging up elements, which staffs need, and equipping shields and spellbooks. Some wands can also upgrade into chain casting elemental bolts.
Fusion bolt and Blaze is also exclusive to wands normally, but some Staffs have the /wand/ tag to enable fusion bolt but its weird.
Wands use up durability very fast.
Staffs require casting and firing off elemental bolts to charge elements in order to use Intermediate magic skills, however they have access to Hailstorm. Most players end up using Dragon staff which can chain cast fireball by +1 through upgrades.
Staffs don't use up durability much, requiring significantly less repair costs.
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When playing a mage playstyle, you spend a lot of time casting and being vulnerable. To this you must also find ways to prevent enemies from beating you down while doing so.
I'll write a few tips for general content clearing here. Otherwise its just a lot of cast skill then shoot.
* Warning: Ice spear in party play can decrease damage dealt by other players as mobs get I-Frames when frozen (check ebi's guide for technicals) *
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The best tip for clearing dungeons is knowing how tanky the mobs are in the dungeon you are in. Either experience it and familiarize them yourself, or look at wikis. for example, Arcane Library mobs are very tanky but are weaker to Ice element, so Ice spear is very effective, Ciar mobs are sitting around 200 hp so lightning bolts work well.
You can open chests if you are standing on top of them, so you can charge up intermediate magics before spawning mobs in dungeons.
If the mobs are super squishy, you may just rely on Rank 1 Lightning bolt with chain cast and spam to win. Upgraded Rapiers get +1 chain cast on bolts and doesn't use up extra dura when casting unlike wands (they can CC any 3 element so its worth making one for your wallets sake).
Mabipro buffed Thunder's initial tracer hit so its another slightly weaker lightning strike, making thunder very good at clearing along with the splashing and stun. Very effective in shadow missions, and also doesn't interrupt other players attacks.
Blaze can be self set-up with Ice Spear, allowing you to land a charged Blaze on a freshly knocked down target. In party play, you also can run to a mob being pinned to wall by a pt member, timing Blaze to their knockdown. Flame Bursters are your best friend.
Avoid using Lightning/Ice bolt and Ice Spear against Mobs with Mana Deflector (blue flash ping), the stun time is drastically reduced and it will usually result in them running at you to normal attack, Ice spear does not freeze mobs with Mana Deflector (but it still does damage).
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rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
1. Playstyle cont.
1.3 Ranged attacking from afar, though the most optimal play is point blank... Highest DPS in the game at the cost of your sanity. Due to the aim chance for every skill in this playstyle, you are effectively a gambler, and every miss will punish you 90% of the time. Human and Elves only, giants get to throw sticks. Very weak early game until you get life skills ranked.
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* Main stat is Dex for damage. Will for crit.
* Easy to rank combat skills, except support shot.
* Extremely reliant on stat gains from skill ranks, including many life skills, due to the low base power of bows/crossbows.
* Potentially the highest single target dps class with Magnum Shot's speed, but one of the weakest early game.
* Aims slower the further away you are and faster if you are closer. Point blank is key for speed.
* Chance to miss
* It is hard to say which race is better for Ranged among Humans or Elves and is a continuous debate in the community. Elves/Humans > Giant lol.
Humans get Arrow Revolver, allowing for fast hits and control against multiple enemies.
Humans also get faster ranged aim speed, particularly Arrow Revolver.
Elves get Elven Magic Missile, Final Shot, double Ranged Attack and faster Magnum Shot load times.
Elves have exceptional mobility with mounted archery, and has aim while moving (capped at 50% until movement stops). There is also a lot of mounted archery specific tech as well.
Elves also have lower aim speed in general than Humans, resulting in a weakness against multiple enemies. As well as being generally weaker in other combat styles the moment ranged is unfavorable (Ranged defensive/immune mobs present).
Giants get no skills, and don't exist for this class.
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* Ranged Attack - increases aim speed for most skills when ranked, elf version hits twice per shot but has lower aim speed bonus.
* Magnum Shot - main damage dealing skill, always knockdowns with a long stun duration, has AoE splash with decreased damage.
* Support Shot - applies a debuff to hit enemy that amplifies next melee attack, used for setting up for smash in party play.
* Crash Shot - hits a target before splintering to hit many other mobs. Main target takes MORE damage based on nearby mobs hit. Only the targeted mob gets aggro'd and knocked back. Ignores enemy protection for calculating crit chance, superb AoE clearing skill.
* Arrow Revolver (Human) - loads up to 5 shots, dealing slightly less damage in the first few shots but ramps in damage with the final shot doing more. Faster aim speed on the first shot. Crossbow gives AR an aim speed bonus.
* Elven Magic Missile (Elf) - transformation only skill, charges up a shot before firing an AoE towards the target, hitting all mobs in a rectangular line. Rolls one of the three elements each shot, resulting in different effects.
* Final Shot (Elf) - just like Final Hit, its a buff that vastly decreases skill load times and aim speed, allowing rapid magnum shots and other ranged skills. you can also teleport to kite mobs during skill duration.
* Mirage Missile (Elf) - fires a shot that debuffs the enemy, causing them to take damage over time and spreading to nearby mobs. The damage over time is affected by defense so it becomes less effective as you fight tankier mobs.
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The two weapons of ranged are Bows and Crossbows.
Aim speed is tied to the Range stat of each weapon, so a range of 2000cm has a faster aim than 1500cm, even at point blank.
The game does not show it in game but ranged weapons have a hit count, eg. Leather Long Bow is Slow 3-hit, while Ebon Heavy Repeater is Normal 2-hit. This counts for hit stun, read ebi's guide for more in-depth stun stuff. Check Mabibase or wiki to see hit counts on ranged weapons.
High quality arrows/bolts that increases max aim % will also affect aim speed positively, so try to use finest arrows/bolts and wildwood bolts if you can. Roughly 10% aimspeed bonus.
Thanks ebi and piggybread for testing the theory
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While loading and having a loaded skill, you are forced to walk.
Elves do not need to walk while loading ranged attack, and can run while aiming up to a max of 50% before they need to stay still to aim further. Mounted archery can also ignore walk limitation by inputting movement before loading skill.
Crossbows have generally a lower range stat (with exceptions), and use bolts as ammunitions.
Loading ranged skills with a crossbow allows you to run until it is fully loaded, then you are forced to stay still until you cancel or fire the skill.
Humans with Arrow Revolver can stay running even after skill is loaded.
Elves generally don't use crossbows due to skill load standstill affecting mounted archery and instead opt for bows.
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As a player who does not used ranged often, I do not have very in-depth tips for ranged. But I can offer some basic tips for survivability.
*Thanks pinkshoes and ebi for writing tips to add in here
* Warning, Magnum Shot's splash range is pretty large and can knockback mobs out of other players' AoE skills, such as Flame Burst.
If you are an Elf mounted archer, try to target mobs furthest from melee users, they run slower than horses lol.
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Make use of Shift Left Click to order your pet to attack, interrupting mobs from attacking you while you fight.
Arrow revolver is a very effective control method with fast attacks, aim speed and multiple hits per skill load. Use it to finish off mobs or react to mobs readying an attack on you. It's also great for disrupting mobs targeting other players in a party play setting.
Windmill is a good get-off-me tool, and you can load skills during animation. eg. WM > Mag/AR
With Magnum shot, you can pin mobs against walls due to the Magnum's long stun duration (ebi's guide again for details). With good timing you can Magnum loop a mob. to death.
Elf ranged attack hitting twice can stun lock mobs to walls as well.
Crash shot is a very non intrusive and strong AoE in party play, only the initial target hit is knocked back unlike Windmill.
Setup for a better crash shot; move to the opposite of a mob furthest/outside of the pack, ready and aim crash shot then command pet to attack the mob to knock it back into the pack, fire crash shot on the second melee hit from the pet for guaranteed 99% aim.
This helps in keeping away from the mob pack and avoiding aggro as you aim faster on a closer target that gets pushed back into the pack.
Elf Mounted archery strats;
You can input movement to run to a mob then load a skill, allowing you to run instead of walking, then point blank aiming immediately at arrival.
When aggroed while on mounted, you can unsummon pet to reset aggro. If not unsummoned in time and if your mount is low enough health to die/deadly in one hit, then you only take the one hit your mount would take to fall.
If you are targeted by an enemy while mounted, you can dismount and move away, effectively using your pet as a meat shield.
If you anticipate being targeted while mounted, you can mount, fire an arrow, and then immediately dismount and set your pet to wait mode.
This directs the initial aggro toward the pet, while you may end up drawing aggro from a different enemy instead.
Avoid using non-knockdown skills (Ranged Attack/AR) on mobs with Natural Shield (yellow flash ping), they will have drastically reduced stun times and will usually result in running at you with normal attacks.
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1.4 Alchemy is like magic's lost cousin, dealing magic damage through the power of crystal meth. Great utility and faster attacks than magic, resulting in good control of the battlefield. Though it seems complex with the many types of crystals, the combat style is straight forward. The greatest alchemists know that the tower cylinders are the best. Easy to get into, strong early game, but the hardest to gear for in the late game.
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* The main stat is... nothing. Alchemy damage does not scale on any of the players stat. Crit is still needed though so technically Will is the only benefitting stat for damage lol. Move speed from race bonus helps for repositioning.
* Moderate difficulty to train skills, extremely tedious in some skills such as; Summon Golem, Barrier Spikes, Shock, Alchemy Mastery or Mana Crystallization.
* Extremely gear dependent. Most of the alch damage upgrades is from gearing and enchants.
* Flame Alchemy does not require any crit investment, however Water Alchemy requires a lot of crit enchant to scale late, making a Water Set build complicated. (covered later in gearing)
* The easiest skill set to rank (for combat). Just rank 1 Flame burst or Water Cannon and its respective masteries... that's all the skill ranking you need for that element until ranking Alchemy Mastery.
* Requires alchemy crystals to use skills, for special skills requires extra crafting (eg. Summon Golem or Frozen Blast). Basic skills uses the 4 elemental crystals from shops.
* Best races in order: Elves > Giants > Humans
The only thing that would help Alch from races is move speed for repositioning. eg. moving to a spot where flame burst would hit more mobs faster in time so they don't disperse.
Another point is that due to Giants poor specs in magic, Alchemy is a superb skillset to use over magic. Low Int doesn't affect Alchemy at all!
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* Flame Burst - AoE damaging skill, up to 5 hits at Rank 1 and scales 5x fire alchemic damage. great lock down tool and very safe to use. ignores enemy protection for calculating crit chance.
* Water Cannon - single target skill, deals more damage the closer you are and less if further away, always knock backs at close range or at 5 charges. requires crit rate.
* Sand Burst - blinds mobs and prevents action until duration is over or hit, chance is based on rank and enemy combat power. blinkers have a 100% blind chance and targeted while flying.
* Wind Blast - knocks back mobs, sends them further if used in close range.
* Chain Cylinder - chance to chain cast basic elemental cylinder skills by a random amount. chance goes up as you rank
* Life Drain - siphons life to the player when used, applying a rapid damage over time and dealing strong damage when duration is over. can only be used with missing health. the damage from both drain and burst ignores protection for damage calculations.
* Frozen Blast - freezes enemies and shreds protection, chance to freeze is based on rank and enemy combat power. water and wind cylinders have increased duration. there are also enchants that increase duration and range.
* Summon Golem - summoned golem power is based on rank and type of golem crystal used. the player can assume control of the golem and functions as a decently strong melee character. ranking earth alchemy mastery increases golem HP. windmill range was nerfed recently due to golem AI dominance.
* Barrier Spikes - creates a wall, great for blocking mobs and keeping party safe.
* Rain Casting - decreases aggro speed of enemies under cloud, creates lightning at rank 1 which stuns mobs. also provides rain/thundering bonus to production skill success rates.
* Shock - applies a buff that shocks nearby enemies, great for providing safety. charges brionac without demigod as well.
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There are three* types of weapons for alchemy. Cylinders, Tower Cylinders and Guard Cylinders.
For Cylinders, there is base cylinders with no element, basic elemental cylinders (+15% dmg) and intermediate elemental cylinders (+30% dmg).
Tower Cylinders have a basic version and an intermediate Fire and Water version.
Guard Cylinders are shields that enable the basic elemental alchemy skills without the need of main hand cylinders.
Technically not a weapon, it sucks as one too lol.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Cylinders can use all the Alchemy skills and move freely when doing so, while Tower Cylinders have limited skills and cannot move.
Mabipro added a custom skill called Dual Cylinder Mastery, which gives a small damage bonus when equipping a main hand cylinder with a Guard Cylinder.
Also having dual cylinders equipped, it enables you to load Alchemy skills while being attacked/stunned and even knocked down.
Tower Cylinders as mentioned above cannot be used while moving, and must be stationary. You must use an action to install the tower cylinder in order to enter usage, using the action again will uninstall and exit the tower mode. In exchange all alchemy skills have increased range and damage*.
(Setup time was also reduced as a custom addition of Mabipro)
During the tower mode, the view point of the camera is fixed behind the character, and you are able to pan around the camera like in a 3rd person shooter. This effect can be detrimental to seeing the state of the battlefield, but luckily there is a patch in Kanan to remove this feature. (thank you acros and annyeong)
Tower Cylinders require the player to finish the 'All Out Attack!' quest of g12 in order to gain an extra whopping 50% damage bonus.
Idk the proper damage bonus of the elemental tower cylinders but its estimated to be same as intermediate elemental cylinders (+30%), which adds on top of the previous 50%.
Tower Cylinders cannot use Rain Casting, Shock or Summon Golem.
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Playing Alchemist hinges a lot on Chain Cylinder activations, so many times you can be left feeling sad. Such is RNG. Not many tips for this section due to how straight forward each skill is for Alchemy.
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Against certain AI mobs including spiders and bugs, before you get aggro'd by them, hitting them with Flame Burst (cancel skill after hit to be fast) will cause their AI to be stuck in alert. So long as you keep Flame Bursting they will not attack you. * Does not work when a pet or another player gets too close *
Loading Windmill into Life Drain is a strong strategy against high protection mobs. Such as ghosts or BH spiders.
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1.5 Production Skills
Mini section for skills for creating items or other uses. Listing here for clarification on what they do for the player outside of combat.
* Tailoring: Making clothing and fashion, there are many custom manuals out here (check npc shops if you are curious). Most clothing made with Tailoring cannot compete with combat gear, so just collect outfits instead.
* Blacksmithing: Very hard to rank, I do not recommend it. Makes weapons and armor (sometimes other small stuff like nails), often being the only source of obtaining for gear. Ask around for help if you need something made by someone at r1.
* Carpentry: Weapon crafting and refining wood. Bows and some wooden weapons are made with this skill, Wooden Quarterstaff being one of the better ones. Refining higher quality wood is used for enchanting, as making a campfire with better wood results in higher success rate for Burning items.
* Campfire: higher rank means better campfire lifetime and higher success rates when Enchant Burning. Bonus for using better wood.
* Handicraft: Miscellaneous items can be crafted with this skill. Including Gem Dusts for ego feeding.
* Potion Making: For making potions, requires herbalism to be self sufficient. If you see rank 1 Potion Making parties, it's because of the bonus success rate from having party members with max rank Pot Making (and prod mastery) for making Enchant Protection Potions, which has an abysmal craft rate.
* Herbalism: Increases success rate of picking herbs out in the wild and dungeons. Fuel for Potion Making.
* Weaving: For making thread, silks and fabric, which are all fuel for the Tailoring skill.
* Enchanting: For Enchanting, higher rank gives better Enchant Burn chance and less durability use on Enchant Scrolls, allowing multiple tries per scroll. Enchant success rate is based on Int, up to a maximum of 200 for highest success rates. Ask around for r1 Enchant Burning help! Thursdays are good for this.
* Metal Conversion: Turns bad metal into good metal. Unknown Ore fragments can be made into iron ingots, and is wonderful at doing so at high ranks. Higher ranks also have chances to create Gems as a byproduct. Great skill to have for Blacksmithing.
* Fragmentation: Breaks down items that have crafting recipes into the materials they were made of, cannot break down items that can be bought in NPC shops. Great for salvaging materials from random item drops.
* Synthesis: used to create random items based on the items inputted. Often used for rerolling 3 of the same item to create a new one with rerolled stats. Also needed in Dorren's Request shadow mission.
* Runecrafting: for crafting mid-late game items from the Arcane Library and Reoite. Not easy to rank, people don't often farm materials for this skill to sell.
* Beekeeping: for making Honey, Honey can be handed in to Melia in Blago Prairie for exploration exp (Uladh and Wildflower honey not accepted), or be made into certain utility potions. One of the potions is Expertise Potions, which are 2.6x combat exp buffs that stack with Shyla's regular 2x exp potions. A bunch of other whacky potions can be made too, check Crow's guide for more info.
* Milling: very handy for crushing herbs into powders, which stack up to 50 in a 1x1 tile. Crushed powders can be used just like the original herbs in Potion Making or otherwise.
* Mining: Mastery skill, increases chance for success when mining. Equipping a Mining Hammer allows you to mine Cuillin stones better as well as Golems, mining with this method has a chance to drop Geodes which grant gems when used.
rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
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2. Skills and Ranking
Most stat gain info from skills will be from this wiki page. Check the link if you want to see the raw skills yourselves. I won't be listing too many HP/MP/stam gains from skills because there's a lot of them lol.
Custom uncaps here on Soul Sheet
This section will be about listing which skills is most effective to rank for each class, as well as what should be prioritized for rank from the difficulty of combat power later in the game.
Most skills listed will be annotated with Easy, Moderate, or Hard. v for cheap (<100ap) - for middling (>100ap) ^ for expensive (>200ap) costs.
Difficulty is rated by cp based training requirements, life skill material costs, and difficulty in training methods (eg. charge has to block arrows mid run)
Tedium is for the amount of repeated actions you need to do, in other words... not fun skills to rank.
For example;
1. Windmill (H, T, -) combat power based training, range and load time increases with rank, great util, 30str 50will 177ap
There are classes and books you can read for extra stats and skills.
Ranald's Classes: 5str 2will over 3 classes
Lassar's Classes: 2int over 3 classes + bolt skills
Books: 6 int over 6 books, you can buy these at Aeira
SSRA: Ciar Dungeon
SSRA Dugald Isle
SSRA Rabbie Dungeon
The Dunbarton Environs
The Tir Chonaill Environs
Understanding Elementals
For combat power based training methods, you should be careful of what you rank past lv300 as you cant freely reset skills anymore.
Generally the combat power of players are added up by skill cp and stat cp. Ranking and gaining certain stats and skills will inevitably raise combat power more than other skills.
* Combat Mastery's bonus HP (150) is not calculated by stat cp gain however.
Pasted from the wiki page; Table for Skills here
*Every skill has a CP value, which generally varies with the skill's rank.
*Only the two highest CP-giving skills contribute to skill CP, and is calculated using the formula: Skill CP = Highest CP Giving Skill + (0.5 * 2nd Highest CP Skill)
For example;
A player having Arrow Revolver r1(450), Charge r1(350) and Magnum Shot r1(320) as their highest cp skills, only AR and Charge would have their combat power added (625).
Stats gained from skills, level ups and age ups, all contribute to combat power in set values.
The value of combat power per individual stat is:
Health/Strength : 1
Mana/Stamina/Will : 0.5
Intelligence : 0.2
Dexterity/Luck : 0.1
Optional skills will be listed at the bottom in its own category for inefficient or small impact reasons, you can choose to rank these at any time whether its for utility or min maxing later.
But before we start listing respective skills for each class, there are some skills that should be done as soon as possible, for it becomes exceedingly difficult to rank up later if not done while character is still weak. Majority of these skills are combat power based training and very tedious.
(Last Kanan shill but please install it to see combat power values under names)
1. Windmill (H, T, -) cp based training, range and load time increases with rank, great util, 30str 50will 177ap
Use Party Finish Rule to 'Anyone in Party' to gather corpses and windmill all at once. with -cp gear you can train on foxes/wolves.
2. Refining (H, T, v) up to rank 6 require failure and dex increases success chance so do it while its low, easy to rank alongside metallurgy, great ap to dex ratio and provides decent balance for starting warriors. 36dex 53ap
3. Taming (H, T, v) cp based training with strict requirements, can rush rank then reset when <lv300, used for canopy (r7) enchant, train on passive animals like cats/dogs in Tara, otters/hippos/zebras in Cor. r6 28ap (r1 uncap 68ap)
4. Support Shot (E, T, -) cp based training, very tedious, train in 'Their Method' tara shadow mission OR Tir Na Nog zombies. 20dex(human) 31dex(elf) 181ap
5. Throwing Attack (M, T, -) cp based training, cooldown, can rush rank then reset when <lv300. 13str 19will 148ap
6. Taunt (M, T, -) cp based training, cooldown, can rush rank then reset when <lv300. 24str 168ap
7. Doppelganger (H, T, -) extremely long and tedious with cp based training and cooldown, you can't get this skill until level 300 but listed so you should start training it the moment you do. damage scales on clones and is based on current stamina, very strong when used in transformation. 23str 173ap
8. Shock (H, T, ^) cp based training very annoying to rank later, need to collect all shock pages and complete g11 quests, high util crowd control skill, requires shock crystals. new players not expected to get this early, just listing for difficulty in ranking. 448ap
9. Beekeeping (E, T, -) the only time gated skill in Mabipro and only skill in the game that provides luck and very good for crit. ranking this takes a very long time so starting early is good, crow's beekeeping guide is great for getting it started. 15str 25will 16luck 184ap
2.1 Melee:
The idea of the skill order in this list is to get the skills you will be using the most ranked up to 1. Smash, Windmill and Assault Slash. Afterwards you can spend ap on damage increasing skills either in str stat gains or masteries. Charge should be ranked up a bit so that the range is easier to use (ranking to 1 has minor impact unless playing Giant). Skills listed in optional are for squeezing out more str after the main skills. Util skills are relevant for helping out with your kit, as well as some skills that activate certain enchants that are strong for you (wind blast activates alligator). Melee benefits more from gear and enchants so you won't feel immense gains from stats.
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1. Windmill (H, T, -) cp based training, range and load time increases with rank, great util, 30str 50will 177ap
Use Party Finish Rule to 'Anyone in Party' to gather corpses and windmill all at once. with -cp gear you can train on foxes/wolves, otherwise shadow missions in tara has good packs of mobs.
2. Smash (E, -) main damage skill, load time decreases at higher ranks, if you are an ELF make sure to Dan advance it at r1 for faster load times. 8str 8will 183ap
3. Assault Slash (E, ^) bread and butter skill, can combo from any knockdown, range and dmg increases with rank, you can stop ranking and sit at r5 for the 1000 range (before r5 is 850 and r1 is 1100). 17str 201ap
4. Critical Hit (E, T, -) vital for every playstyle, slow to rank so do so as you play. 45will 132ap
5. Charge (H, T, v ^) gap close util and combo starter, range and damage increases with rank so not required to rank all the way.
Use Giant Feather to gain keyword and talk to Kousai when the first training method is trained atleast 100 times, consumes ap to rank up, repeatable all the way to r1.
For training blocking arrows mid charge; go to 'Battle for Taillteann 1' in Taill and be aggro'd by the mob pack behind barrier spikes. Target the mobs behind the barrier spikes for your charge as you time it with the archer's shots, your charge will be extended for trying to go past the spikes but will never reach.
* There may be Ice Mines around spikes but don't do much damage and can be cleared.
example video recorded by ebi: https://youtu.be/1oEfHhZblIM
used for fleet(r8) and canopy(r5) enchant. r6 capped 4str 85ap (r1 uncapped 13str 207ap)
6. Masteries (E, ^) after ranking the useful active skills its time to add more base dmg. weapon type masteries only apply max damage bonus when using them in main hand. worth ranking the weapons you use the most, and blunt/combat after for overall dmg and str.
SwordM: 19dex 15bal 10min 20max 157ap
BluntM: 19 str 30 max 157ap
AxeM: 19 will 10min 20max 15crit 157ap
CombatM: take note that this skill adds a lot of combat power, be wary if you are still training cp based skills. good for HP.
150hp [Human 42str 10dex 8min 18max 230ap] [Giant 47str 13dex 10min 20max 230ap] [Elf 23str 9dex 6min 10max 129]
7. Carpentry (M, T, -) highest str gain skill in the game (and most efficient), moderately tedious so pretend its like runescape. 42str 146ap
8. Doppelganger (H, T, -) extremely long and tedious with cp based training and cooldown, you can't get this skill until level 300 but listed so you should start training it the moment you do. damage scales on clones and is based on current stamina, very strong when used in transformation. 23str 173ap
9. Final Hit (M, ^) extremely expensive to rank, can be used to cheese bosses without heavy stander and fast clear, mainly ranked for the str. delay ranking this skill if ap starved. 46str 414ap
Giant skills:
Stomp (E, -) very weak damage, has a niche use of 'flame tapping' spiders and other bug AI. 31str 153ap
Taunt (M, T -) unreliable chance to use for aggro stealing, check prio list. 24str 168ap
Throwing Attack (M, T -) decent damage attack but not reliable with cooldown, check prio list. 13str 19will 148ap
Full Swing (E, T) transformation skill, allocate training via transformation to rank.
Optional; mixmax str skills
Beekeeping (E, T, -) check prio list for details, great for crit. 15str 25will 16luck 184ap
Fireball (H, T, ^) bad ap>str ratio. 8str 64int 383ap
Blaze (M, ^) bad ap>str ratio. 7str 33int 410
Arrow Revolver (M, ^) requires collection of pages, great skill for utility and crowd control, lets warriors weapon switch for ranged option. 8str 30dex 214ap
Ranged Attack (E, - ^) [Human 6str 50dex 155ap] [Elf 10str 22dex 247ap]
Fishing (E, T, -) afk skill, extremely time consuming, very bad ap>str ratio. 5str 5dex 15will 130ap
Rest (H, -) good hp growth with +5hp per rank, used for (r7)ancient enchant, skillbook hunt makes it difficult. 1str 50hp 120ap
util;
Counter (E, -) get to rC for lower stamina use, damage increases with ranks, used for viscount (r3) enchant. 15dex [Human/Giant 141ap] [Elf 112ap]
Defense (M, -) ranking gives defense stat making you bulkier, load time decreases at higher ranks. 41hp 15 defense [Human/Giant 173ap] [Elf 121ap]
Evasion (H, T, v) dodge rolls arrows, elemental bolts and water cannons. 4dex 91ap
Elemental bolts (E, -) util skills for combo, lightning for fast stun, fire for knockdown, rank up to 5 for cast speed.
Restoration (H, T, ^) requires pages, self heal without huge stamina use, great for avoiding potions and healing windmill damage. needs healing wand or chiru shield, fairly expensive skill to get into. 6int 6life 367ap
Mana Shield (E, T, -) mana bar as second life pool, helps you tank hits much easier, aggro some rats/shadow archers to train. 4int 140ap
Windblast (M, T, v) cp based training, cooldown, for enabling gator enchant (BiS twohanded enchant for non elves). capped r6 52ap
Taming (H, T, v) check prio list, for enabling canopy (r7) enchant. r6 28ap (r1 uncap 68ap)
Refining (H, T, v) check prio list, great for balance early. 36dex 53ap
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2.2 Magic
Starting off as a fresh mage is very weak, work on ranking a bolt to r1 and grab max mana from Mana Mastery if you need it. Personally I would do at least Firebolt with CC4 wand for single target damage, which uses a lot of mana but at least you can clear anything with it. Int Magics require a collection quest for pages, so it may take longer to obtain the skills you want. Choose either Thunder or Ice Spear for Int Magics because Fireball sucks to progress with. TH or IS has great clear potential which pairs well with CC4 Firebolts for single target. Feel free to grab other attack skills if you want, but your goal is to eventually rank everything that gives you Int, alongside Masteries. Composing, Musical Knowledge and Potion Making are the best ap>int ratio skills, try to get these ranked at any point of progression (even at the start). Not as gear reliant but weapon upgrades and crit enchants is vital for initial damage.
* Reminder that Bolts and Hailstorm require crit enchants! The critical stat in weapon tooltip (eg. 35% crit on DStaff should be subtracted from status windows' crit stat to see the real value for bolts/hail) do not apply to crit calculations.
Intermediate magics (Thunder, Ice Spear, Fireball) and Blaze do not require crit and ignores protection when calculating chance.
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1. Mana Sustaining Skills; top of the list because it'll help in the long run, you don't have to focus entirely on ranking these ASAP, but keep them in mind. Meditation (H, T, v) same ranking as live wiki up to r9, check Soul spreadsheet for uncaps. r7 cap 48mp 40ap Magic Mastery (E, v) increases max mana pool, helps a lot with int magic mana costs later. rank up as you please. 150mp (Giant 126mp) 91ap
2. Elemental Bolts (E, -) rank which ever bolts you want to r5 for cast speeds(r9 for fast ice bolt), or r1 if you want more damage. Use respective wands for boosted dmg. Bolts also give good Int for ranking.
Ice: low mana cost, fast but lower damage. 52int [Human/Giant 92ap] [Elf 122ap]
Fire: high mana cost, slow but high damage. 52int [Human/Giant 109ap] [Elf 148ap]
Lightning: moderate mana cost, fast but varying damage range. 52int [Human/Giant 122ap] [Elf 152ap]
3. Elemental Mastery (E, -) after ranking bolts, the quickest easy damage increase for your chosen element is masteries. The stat gain from each mastery is identical to another. Each rank is +1% damage to respective element which is effectively 20 int each, mana cost reduction starting from r9. 3int 156ap x3.
4. Intermediate Magics (M, T, ^) ap costs skyrocket with these skills but make will you significantly stronger. Each skill requires quest pages to obtain. pick which ones suit your playstyle the most, fireball is not great under most circumstances and not recommended to rush rank. Int magics ignore prot for crit rate.
Ice Spear: rank 5 for better AoE range, but rank 1 is best, great at clearing mobs. 29int 438ap
Fireball: very slow and only good in niche content (eg. theatre missions/shadow wiz). strong hitting past rank 9. 8str 64int 383ap
Thunder: I recommend at least rank 6 for 3 targets hit on 1 charge, rank to 1 for more damage. 29will 409ap
5. Life Skill Trio; amazing Int boosting skills, not expected to be able to max them out fast but keep trying to rank as you play. Musical Knowledge (H, v) ranking is the same as live wiki but only up to r6, check Soul spreadsheet for uncaps. r3 cap 65int 26ap Composing (H, v) ranking is the same as life wiki but only up to r7, check Soul spreadsheet for uncaps. r1 cap 80int 76ap Potion Making (M, T, v) lots of herbalism for you, craft your own potions to chug. 8dex 35int 29ap
6. Mana Shield (E, -) become tanky with this skill, higher rank better dmg>mana efficiency. Train at rats outside Dunby or shadow archers in Lingering Darkness. 4int 140ap
7. Hailstorm (M, ^) I recommend at least r5 for good damage, best used with red upgraded staffs and crit enchants. 33int 19dex 438ap
Optional; minmax Int Skills
Bolt Mastery (E, T, -) up to 15% dmg for bolts. 21mp 124ap
Blaze (M, ^) unconventional single target, but a fun skill. 7str 33int 410ap
Mirage Missile (E, T, ^) becomes more ineffective for stronger defensive mobs, so only rank for stats. 23dex 14int 201ap
Party Healing (M, T, -) party heal, yea, grab a party and touch sword in Avon to rank. 42int 154ap
Healing (M, T, ^) healing, yea, extremely tedious to rank. 52int 207ap
Enchant (H, T, -) extremely tedious to rank, if you plan on training this you are visiting the gulag (albey). 15dex 15int 135ap
Fusion Bolt (E, ^) Mabipro buffed damage value so its stronger here, but still slow to cast. 29int 279ap
Herbalism (M, T, -) run dungeons that are different difficulties to see different herbs, good luck lol. 11dex 21int 106ap
Cooking (M, T, v) tedious to rank, r7>r6 requires you to engage in the cooking dungeon. capped at r6. 9dex 8int 70ap
Blacksmithing (H, T, ^) rank up to r9 (11dex 11int 33ap) from Edern PTJ, hardest skill to rank in the game, do NOT rank this at low level. 21dex 21int 62ap (thousands of ap to brionac train)
Runecrafting (H, T, v) late game life skill, don't rank this at low level. 30int 10will 89ap
Util;
Windmill (H, T, -) cp based training, range and load time increases with rank, great util, 30str 50will 177ap
Use Party Finish Rule to 'Anyone in Party' to gather corpses and windmill all at once. with -cp gear you can train on foxes/wolves, otherwise shadow missions in tara has good packs of mobs.
Beekeeping (E, T, -) check prio list for details, great for crit. 15str 25will 16luck 184ap
Counter (E, -) great for fire counter strat, get to rC for lower stamina use. 15dex [Human/Giant 141ap] [Elf 112ap]
Defense (M, -) ranking gives defense stat making you bulkier, load time decreases at higher ranks. 41hp 15 defense [Human/Giant 173ap] [Elf 121ap]
Restoration (H, T, ^) requires pages, self heal without huge stamina use, great for avoiding potions and healing windmill damage. needs healing wand or chiru shield, fairly expensive skill to get into. 6int 6life 367ap
Elemental Shields (H, T, ) relevant for party play to block thunder/fireballs, capped at r6 with custom uncap to r3.
rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
2. Skills and Ranking cont.
2.3 Ranged
Rush refining first, you will gain so much Dex from ranged skills that ranking it will be impossible later, get to atleast rank 6 refining before you continue.
The idea is to rank the useful skills up to desired rank then start stacking Dex, masteries are very cost efficient for damage gain so grab those first before life skills. Crash Shot is the most expensive skill to rank up so you can choose to leave it at rank 5. Touch sheep.
* Reminder that you can load most skills during Windmill animation, including Magnum Shot or Arrow Revolver.
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1. Refining (H, T, v) ranks up to r6 require failure and dex increases success chance so do it while its low, easy to rank alongside metallurgy, great ap to dex ratios. 36dex 53ap
2. Magnum Shot (E, ^) main attacking skill, if you are human make sure to Dan 1 advance at r1 for faster load speed. 18dex (Human 200ap) (Elf 203ap)
3. Windmill (H, T, -) cp based training, range and load time increases with rank, great util, rank til r5, 30str 50will 177ap
Use Party Finish Rule to 'Anyone in Party' to gather corpses and windmill all at once. with -cp gear you can train on foxes/wolves.
4. Ranged Attack (E, - ^) great source of dex, additional damage and boosts aim speed of ranged skills (excluding Magnum and Crash Shot.
Human 6str 50dex 155ap [Elf 10str 22dex 247ap]
5. Critical Hit (E, T, -) vital for every playstyle, slow to rank so do so as you play. 45will 132ap
6. Crash Shot (M, ^) unparalleled AoE skill, extremely high ap cost, for CS to function well rank it up to at least r5 (230ap). r1 31dex 490ap
7. Arrow Revolver (M, ^) requires collection of pages, great skill for utility and crowd control. 8str 30dex 214ap
8. Support Shot (E, T, -) cp based training, very tedious, effective in party play at high ranks (rank to at least r5 to be useful). Human 20dex Elf 31dex 181ap
9. Masteries (E, -) after ranking the useful active skills its time to add more base dmg. Bow Mastery SLAPS
BowM: 19dex 15min 30max 157ap
CrossbowM: 19will crit 10min 20max 157ap
10. Life Skills (H, T, -) eat your veges, rangers without life skills will be punished. the rest of the low impact and bad ap>dex ratio skills are put in optional.
(thx ebi for the research)
Production Mastery (E, v) rank this to increase success rates for life skilling, adds a lot of stat CP so be careful, must have for max stamina. 17dex 150stam 67ap First Aid (E, v) progress through quests/skill books, good ap>dex ratio and helps wound healing. rank at any time. r7 cap 17dex 72hp 55ap Handicraft (M, T, v) can be ranked from Port Cobh's Ascon's PTJ up to rank 6 (14dex 16ap) or this, uncapping from 6>4 is hell so do it last for min maxing. r4 20dex 24ap Metallurgy (E, -) can be done while doing refining or Metal Conversion, comes with occasional gems. 11dex 100ap
Weaving (H, T, v) a lot of rng involved for ranking but yea, pretend its like runescape and touch sheep. 43dex 41ap Refining - listed above lol Playing Instrument (E, T, v) get an auto instrument playing mod, music scores need to have it's difficulty within 2 ranks of playing rank to count. 24dex 87ap
Elf Skills: Mirage Missile (E, T, ^) becomes more ineffective for stronger defensive mobs, optional. 23dex 14int 201ap Final Shot (M, ^) fairly strong skill but for niche bossing scenarios, extremely high ap cost. 41dex 414ap
Optionals; minmax dex skills
Evasion (H, T, v) dodge rolls stuff, bad ap>dex ratio. 4dex 91ap
Potion Making (M, T, v) lots of herbalism for you, craft your own potions to chug. 8dex 35int 29ap
Herbalism (M, T, -) run dungeons that are different difficulties to see different herbs, good luck lol. 11dex 21int 106ap
Enthralling Performance (M, T, ^) cp based training but easy with -cp gear, very bad ap>dex ratio, for stat minmaxing. 19dex 302ap
Combat Mastery: take note that this skill adds a lot of combat power, be wary if you are still training cp based skills, good for HP.
150hp [Human 42str 10dex 8min 18max 230ap] [Giant 47str 13dex 10min 20max 230ap] [Elf 23str 9dex 6min 10max 129]
Sword Mastery (E, -) 19dex 15bal 10min 20max 157ap
Counter (E, -) used for viscount (r3) enchant. 15dex [Human/Giant 141ap] [Elf 112ap]
Metal Conversion (H, v) trained using Metallurgy, very tedious and rng based towards the end, good for iron production. 10dex 76ap
Fishing (E, T, -) afk skill, extremely time consuming, very bad ap>dex ratio. 5str 5dex 15will 130ap
Enchant (H, T, -) extremely tedious to rank, if you plan on training this you are visiting the gulag (albey). 15dex 15int 135ap
Blacksmithing: rank up to r9 (11dex 11int 33ap) from Edern PTJ, ranking past r9 is hell so do NOT do it early game. r1 21dex 21int 62ap (thousands of ap to brionac train)
Tailoring: rank up to r9(7dex 23ap) from PTJ, very painful to rank where the mats gained from ranking Weaving will not be enough. r1 24dex 74ap
Cooking (M, T, v) tedious to rank, r7>r6 requires you to engage in the cooking dungeon. capped at r6. 9dex 8int 70ap
Hailstorm (M, ^) very bad ap>dex ratio. 33int 19dex 438ap
Util;
Defense (M, -) ranking gives defense stat making you bulkier, load time decreases at higher ranks. 41hp 15 defense [Human/Giant 173ap] [Elf 121ap]
Mana Shield (E, T, -) mana bar as second life pool, helps you tank hits much easier, aggro some rats/shadow archers to train. 4int 140ap
Beekeeping (E, T, -) check prio list for details, great for crit. 15str 25will 16luck 184ap
Taming (H, T, v) check prio list, for enabling canopy (r7) enchant. r6 28ap (r1 uncap 68ap)
Rest (H, -) good hp growth with +5hp per rank, used for (r7)ancient enchant, skillbook hunt makes it difficult. 1str 50hp 120ap
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2.4 Alchemy
Ranking alchemy? ez. Scaling alchemy? a huge pain. Very little to rank here for combat, the utility skills are it's own thing and doesn't add directly to damage as much as the main attack skills and it's masteries, except Life Drain which scales on all Masteries. 80% of alchemy's damage is in gear/enchants so look forward to it there.
* Reminder that you can load most skills during Windmill animation, including Life Drain.
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1. Attack skills choose Water or Flame to focus on, skip ranking Sand Burst and Wind Blast since they aren't impactful. Flame Burst (E, -) not crit enchant reliant, has AoE and scales hard, also uses less dura than water. 160ap Water Cannon (E, -) reliant on enchants for crits which needs to tradeoff with crit depending on build. 152ap
Sand Burst (M, T, v) tedious due to cooldown, for blinding Blinkers in Tara shadow missions, custom uncap for r6>4. 72ap
Wind Blast (M, T, v) tedious due to cooldown, util skill for kiting. custom uncap for r6>5. 62ap
2. Chain Cylinder (E, T, -) chance to learn when attacking with alch skills, very important skill to play comfortably, r1>dan book dropped in Beacon elite. 30stam 165ap
3. Critical Hit (E, T, -) vital for every playstyle, slow to rank so do so as you play, especially important for Alch because mastery bonus is small. 45will 132ap
4. Dual Cylinder Mastery (E, v) very cheap costs. Learn via Tiarnan in Dunby, use 'Skills' keyword while equipping main and guard cylinders. Training is by clearing shadow missions, Crow's sheet here, r1 12% damage. 51ap
5. Elemental Masteries (E, T, -) each costs 115ap to rank1
Fire Alchemy: rank this if you chose Flame Burst.
Water Alchemy: rank this if you chose Water Cannon.
Earth Alchemy: rank this if you want to use Summon Golem later.
Wind Alchemy: literally no reason to rank unless min maxing Life Drain. even i dont have this ranked lmao
6. Alchemy Mastery (H, T, -) boosts alchemy damage and synth/frag/crystal success rates. requires mana crystallization to rank, take your time ranking this. 34mp 68stam 126ap
7. Windmill (H, T, -) cp based training, range and load time increases with rank, great util, rank til r5, 30str 50will 177ap
8. Heat Buster (M, T, ^) tedious to train, great for finishing mobs. 31stam 390ap
9. Life Drain (M, ^) very powerful prot ignoring damage for when things are immune to magic, damage scales from all the elemental alch masteries. 328ap
10. Shock (H, T, ^) needs pages, extremely expensive, not expected to rank early but pretty important to get. 44mp 448ap
11. Summon Golem (M, T, ^) often used with golem ai, or just as a pre-geared controllable character. 201ap
Optional; Crow's Synth and Frag sheet for training
Barrier Spikes (H, T, -) extremely tedious, mostly ranked for the master title, good for blocking off doors behind you in dungeons. 153ap
Frozen Blast (H, T, ^) expensive ap cost, shreds prot of frozen mobs, good for dealing with certain adv heavy stander mobs. 347ap
Rain Casting (M, T, ^) expensive ap cost, at r1 creates lightning that stuns mobs, increases crafting success rates like weather would (r1 for thundering), boosts power of Water Cannon while under cloud. 388ap
Transmutation Mastery (M, T, v) increases success rate of synth/frag/crystal. 21mp 82ap
Synthesis (M, T, v) for rerolling equipment and Dorren's Request, custom uncap for r6>5. 76ap
Fragmentation (E, T, -) for salvaging mats from crafts/drops. 103ap
Metal Conversion (H, v) trained using Metallurgy, very tedious and rng based towards the end, good for iron production. 10dex 76ap
Mana Crystallization (H, T, ^) this skill sucks both in training and usage, but is required to rank Alchemy Mastery. 30mp 227ap
Windmill (H, T, -) cp based training, range and load time increases with rank, great util, rank til r5, 30str 50will 177ap
Util;
Defense (M, -) ranking gives defense stat making you bulkier, load time decreases at higher ranks. 41hp 15 defense [Human/Giant 173ap] [Elf 121ap]
Mana Shield (E, T, -) mana bar as second life pool, helps you tank hits much easier, aggro some rats/shadow archers to train. 4int 140ap
Beekeeping (E, T, -) check prio list for details, great for crit. 15str 25will 16luck 184ap
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2.5 Critical supplementing skills
Critting is very important for adding damage and you will want to rank skills that grant Will eventually, however the majority of crit is added by enchants and weapon stats. Crit rate increases from skill ranks are negligible so don't expect insane gains. Every combat style needs crit rate (except Flame Bursters lol).
I will be listing them solely by ap to will ratios (eg. Thunder's 0.08 ratio - 29will per 409ap). Exceptional crit granting skills will be at the top.
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Axe Mastery 0.12 + 15crit - 19will per 157ap
Crossbow Mastery 0.12 + 15crit - 19will per 157ap
Beekeeping 0.41 - 25will 16luck per 184ap (1 luck is worth 2 will for crit)
Critical Hit 0.34 - 45will per 132ap
Windmill 0.28 50will per 177ap <- Human/Giant - Elf -> 50will per 169ap
Throwing Attack 0.13 - 19will per 148ap
Fishing 0.12 - 15will per 130ap
Runecrafting 0.11 - 10will per 89ap
Thunder 0.08 - 29will per 409ap
Wind Guard 0.07 - 28will per 416ap
Elemental + Nat Shields 0.05 x4 - 4-7will around 80-135ap (r6 cap - r3 uncap)
Smash 0.04 - 8will per 183ap <- Human/Giant - Elf -> 8will per 146ap
Final Hit 0.03 - 13will per 414ap
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rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
3. Gearing
Let's get building.
I don't think I have to explain the importance of weapons (Egos excluded), but for armors and clothing, it is crucial to obtain and activate set effects from gear. We're talking about a huge +15% to total damage of the boosted skill effects. There are also other set effects that aren't damage boosting but very nice to have for quality of life or tankiness (eg. stamina/mana usage reduction, explosion resists, poison resists or demigod enhancement). Set Effects only take place when they add up to at least 10 points!
We will cover gear over each skill set, split into two sections for Starter tier and Everything Else tier. Self explanatory lol.
Most but not all weapons can be SP upgraded (red or blue) which usually provides simple max damage or crit damage bonus.
List for custom SP upgrades here.
I'll also add a rough stat summary of damage values when upgraded, also includes the mastery damage bonus. Artisans are optional but usually best option, damage values also have a range due to the mentioned artisan RNG potential.
Many different weapons and offhands serve niche uses and we will go over that too.
WARNING: Try to enchant weapons and gear first before upgrading! its the worst feeling to fully upgrade something then fail an enchant, ruining the dura or out right exploding your gear. Prepare multiple bases when using high rank Enchants.
* The higher the age character, the better the prof gain. Try to use characters at age 25+ when proffing. Melee combat while on a combat mount (Tigers) will count that pet's age when attacking, even if you are holding a ranged weapon.
* For ranged weapons, give them to an alternate character Elf for double ranged attack, then go to 'Their Method' in Tara. The zombies here take 1 damage from all ranged attacks so you can turn on auto combat.
Take note that you should try to get them stuck on a corner before you afk, this can be done by luring a zombie into the tree props.
If the zombies do not move if you are behind the tree entirely (no line of sight), then it will not work and you will have to reset the instance to try again.
example screenshot
* For weapons able to be used with shields (1h weapons or Giant 2h sword), you can use Flame Burst to prof train. Equip a guard cylinder with the weapon of your choosing.
Only the first tick of flame burst counts for durability loss but every single tick of the skill counts for proficiency training.
So r1 flame burst will count for 5 hits of proficiency at the cost of 1 dura loss.
'Their Method' zombies in Tara shadow mission is the best, slow moving and takes 1 damage from magic.
* Provocation tendering pot method;
Drop into the Provocation shadow mission in Taillteann but don't hit the center orb to start mission. All you have to do is drink a tendering potion (Shyla shop for 20 redcoins per 5minutes) and start hitting the barrier spike walls with the weapon of your choosing.
Since the other weapon types have easier methods to train, this is mainly for Staffs and other Two Handed weapons.
Very expensive training method but it works. Don't forget to use an age 25 character!
* Wand self healing at Mana Tunnel;
Very click intensive but you can regen mana for free during the day time at Mana Tunnels in Iria. Healing yourself counts for casting magic so you can repeatedly do so for prof training. Flame burst method is better though.
*Shield and Armors can be proffed by getting hit. Aggro some rats outside of Dunbarton and afk, don't forget you heal yourself with potions now and then.
Shields gain more prof when blocking with Defense, with mods you can make it spam defense with combat mastery swap (Kanan).
Gear can be obtained either by crafting, mob drops or chest loot. Each with varying bonuses and peculiarities involved.
If there is an item you want crafted, asking nicely for help from other players after you have gathered the materials/manual usually gets you a good response.
Monday is a good time to ask since its production day.
Crafted gear includes creating items through Carpentry, Tailoring, Blacksmithing or Synthesis.
Item's crafting with these skills have quality RNG that may increase or decrease the stats depending on the game's whims. The bonuses can go as high as +5 max damage or crit, or +2 defense and prot for armor. (unsure on these numbers I'm not a crafter lol)
Wands crafted by Carpentry/Blacksmith also gain +magic damage and mana cost reduction stats. Wands from other sources usually do not get these implicit bonuses.
* For the sake of Durability boost kits and Alchemy Experiments, Blacksmithing DOES NOT create items with the 'Original' tag.
For Cylinders, they will have to go through the process of rerolling three of the same item via Synthesis for a chance to return a new item in order to attach the Original tag for Alchemy Experiments.
Other Blacksmith grade weapons usually gain durability bonuses through quality for the Max dura booster to not matter much, just putting this out there.
Mob grade drops can give bonuses and reductions the same as crafted.
However, Boss grade drops can roll the quality multiple times (not widely understood by how much), resulting in very high bonuses which makes Boss grade weapons very sought after.
Chest loot refers to Dungeon end room chests or ones you find after completing Shadow Missions/Theatre Missions. The items generated by these do not gain bonus stats and its considered base grade. Perfectly fine to use these as EGO weapon bases. Store bought items are also base grade, though crafted/chest/mob dropped items have decreased repair prices than store bought items.
Spirit Weapons / EGO Weapons:
Very contentious topic as ego weapons are by far the strongest weapons in the game for Melee and Ranged and beating out most fully enchanted alternatives. The cost of entry for these is extremely high with food costs, repair prices and most importantly... TIME.
It takes many months or even years to completely max an ego, the feeding costs also dips into dozens of millions of gold for endgame (exaggerated but not far from the truth).That doesn't mean its not completely unusable for beginners though. Rushing the STR stat of an ego to a useable level (around 25) is good enough for most players, push levels further for harder content. Swapping egos is also expensive so make your decisions on wisely.
Ego weapons also gain powerful Awakening skills of each weapon type with ranks based on social level, starting at rank F at social level 21.
These are powerful ultimates SKILLS that you have to charge up by attacking with your ego weapon, with range based on which type of awakening it is.
for example;
Melee awakening are shorter but hit harder than ranged.
Ranged awakening are long range and great for clearing packs.
Magic awakening is slightly shorter range than Ranged awake but can splash damage if the mobs are close together, resulting in a shotgun multihit effect.
* Not all ego damage stats are equal, many items can be made ego but usually have bad stats compared to the best types.
* You cannot create egos with weapons that are enchanted, upgraded, and must have 80% of original maximum dura from base grade.
* Alchemy doesn't have a respective ego type.
* pasted from Wiki
1. Obtain a weapon with 100 proficiency.
2. Obtain a Spirit Stone of the type you want.
(Buy stones from players or complete quest after step 4 to gain 'Ancient Spirit Fossil' keyword. Talk to Gilmore to buy a pass using said keyword and bring a pickaxe with you to mine raw spirit stones in Barri, try to mine as much stones as you can. Take the spirit stone to Edern to refine random spirit stones.)
3. Obtain 30 Elemental Removers.
4. Talk to Aodhan in Emain Macha with a 100 proficiency weapon equipped (max durability, upgrades, enchants, etc. do not matter to start the quest). You will receive a quest after you talk about Private Story.
5. Talk to Tarlach, note that he must be in his human form, which lasts sometime between 6 p.m. and 6 a.m. He will notice that you already have a spirit stone and give you the keyword Spirit Weapon's Contract.
6.Talk to Tarlach using the keyword Spirit Weapon's Contract, and he will let you choose the type of Spirit Stone and the weapon and then have you name your new Spirit Weapon.
Each type of spirit weapon has different growth values, you can choose to start with a good growth type for STR then swap egos later.
Wiki page for feeding and growth types here.
List of vanilla items for feeding per ego type here
You start off with a weak weapon, requiring to feed items for egos to gain stats. Every 5 minutes starting from the moment of character log in the ego has a 50% chance to lose mood stages. When the ego is too unhappy, they will temporarily have weakened stats out of protest.
Feeding items will raise mood stage and restore stats again, low priced items fill satiety less while expensive items will clear a hunger faster.
Stat exp gain per item is capped at 6%, only an issue early game when feeding items with high gold value. Kaydee's guide to feeding
0 to 999 Gold: +20%
1000 to 1999 Gold: +40%
2000 to 2999 Gold: +60%
3000 to 3999 Gold: +80%
4000 Gold and up: +100%
It would take five <999gold items to clear one stage, five 1000-1999 gold items to clear two stages, and one >4000 gold item to clear one stage
Stat exp gained from feeding is based on mood stage as well, with the best moods to feed in is the unhappy stages
Happy : Unable to give items
Fine Stage 1: 20% Growth efficiency
Fine Stage 2-3: 70% Growth efficiency
Unhappy Stage 1-2: 100% Growth efficiency
Unhappy Stage 3-4: 100% Growth efficiency, decrease in attack power stat (70% min, 80% max)
Unhappy Stage 5-6: 80% Growth efficiency, decrease in attack power stat (70% min, 80% max)
Mad Stage 1-8: 50% Growth efficiency, greater decrease in attack power (50%)
Mad Stage 9-10: 0% Growth efficiency, greatest decrease in stats
I will try to annotate the level 50 (maxed) stats of each weapon if I can find them...
WIP list not high prio
Wands: there are only 6* ego-able wands in Mabipro, which are the 3 basic elemental wands, and 3 others that don't have elements.
For elemental wands, every 5 Social Levels will add a level of chain casting for their elemental bolts, at a maximum of cc+4 at level 21.
* Ice wands - Ice Bolt
* Fire wands - Fire Bolt (the best of the three)
* Lightning wands - Lightning Bolt
Holy Mace of Lymilark - healing wand, also blunt weapon, has dual awakening
Wildwood Crossbow - healing wand, also crossbow, has dual awakening
Gentle Soulcatcher - healing wand, also blunt weapon, has dual awakening
Ranged Weapons:
Ring bow
Wing bow
Highlander Long Bow
Ebon Heavy Repeater
Dragon Bow
Slates: Slabs of power. These equip to the 3 Falias Treasure slots you unlock after g12. Slates are very important for additional damage since you can enchant all 3 slots, up to 6 enchants. Generally very rare and expensive, useable for any class. Treetop: 4max 5wateralch 3defense, for warriors/rangers/water alchemy. Obtained from Bucket Sunset: 3crit 2max, general crit slate. Obtained from Symphony for a Fallen King Cavern: 1prot 2matk, for mages. Obtained from Raid Autumn: 3fire 4min, for fire alchemy. Obtained from Black Herb
Coral: 2defense 2min, very weak slate but a slate nonetheless. Obtained from Deep Sea Int
rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
3.1 Melee Gearing
For melee you often want to path weapon upgrades for the most Max Damage since Str from skills is capped low. Later in the game when high prot mobs start appearing, you should have many weapons so you can manage to cap crit chance against them by swapping to a better crit weapon. eg. Wooden Quarterstaffs have very low crit, while Glory Swords or Francisca axes have very good crit.
Use Mabibase or Kanan's wiki function to check weapon upgrades.
Unless stated, most melee weapons are best upgraded with BLUE SP upgrades for the extra max damage. R upgrade if your weapon is strong enough with base max dmg and has enough crit, eg. Adventurer Heavy Blade.
* marked for recommended Bolded marked for very good item, lasting to mid game or even late game. Underlined marked for expensive due to drop quality or high roll set/enchants. E for Elf friendly, most 2h weapons and heavy armor are racist to elves so I'll mark for these equip types.
reminder that Mastery bonuses have been added on top of stat preview.
Generally these items are store bought and weaker so they are easily replaceable later on.
Usually cheap to get and maintain, essentially starter gear with some that perform exceptionally well for the cheap costs.
JOUSTING SHOP: along with the Sturdy Ox smash set mentioned below, you can get free upgraded/enchanted level weapons that perform really well.
The only downside is that they are not repairable and will not stay forever.
There are also regular version gear with some of them pre-enchanted.
Weapons:
* Battle Sword 74-102max 25-35crit: reliant on artisan rolls, high max okay crit, low balance. best dual wield swords early, can easily perform well through midgame.
* E Wooden Quarterstaff 95max 15crit: very cheap to make and repair, decent max but low crit, great for clearing weaker content and should be kept around forever. Obtained from Carpentry.
* Claymore 114-124max 22-34crit: high max and good crit, expensive to repair, low dura. Store bought
* Battle Hammer 125-138max 24-30crit: giant weapon, high max decent crit. Store bought
Gladius 84-91max 0crit: decent max awful crit, good balance, low dura, alternative to Battle swords while char has low dex. Store bought
Sword of the Goddess 103-110max 11crit: decent max low crit. Store bought
Broadsword 93max 30crit (222prof upgrade): decent max good crit, low balance and dura. Store bought
Warhammer 101-108max 26-36crit: giant dual wieldable, high max decent crit, low balance and dura. Store bought
Leminia's Holy Moon Sword (Jousting): 177max 16crit, has high dura but cannot repair so it's temporary. Obtain from Jousting (Check shop for other types)
E Sea Swallow 110-130max 7crit: decent max extremely low crit, charge enabled. Obtained from Deep Sea Int.
Bad and unviable: Mostly everything else in the shop or random drops;
Knuckles, Daggers, short swords, Wooden/Broad Stick, Hatchet, Long sword, Two-Handed Sword, etc.
Armors:
* E Sturdy Ox Heavy Armor set: FREE SMASH SET + poison, body is 4/4 with the other pieces being 2/2, I recommend swapping body piece out first for BHH light armor with 4smash attached, swap out other pieces as you get better gear, attend Tara Jousting daily to save up enough points to buy a set.
Shields:
*Vales Shield: helps tank early game mobs, giants get to use 2h swords with shield. Store bought
Kite Shield: helps tank early game mobs. Store bought
Accessories: if you don't have heavy armor yet, wear double accessories + clothing. Makes a big difference than just light armor +1 acc.
Basic nao accs: 2def, 1def/1prot, or 2prot. Don't bother repairing.
Puppets 3/3: expensive to repair, can only wear one at at time. sometimes from events or Symphony.
* Droseras 1/1: can roll 1-3 extra defense (up top 4 defense per dros), wear double dros with clothing. Obtained from Black Herb or other players (cheap).
Most weapons are not endgame worthy, however you can choose to keep them around after replacing with upgrades, convenient to clear weak stuff.
* Leminia's Holy Moon Sword 124max 23crit: high max okay crit, low dura. Obtained in Cleanse the Graveyard or Tara Donations 4th place (50% comes with pre-enchanted gator).
* Yggdrasil Sword 122-127max 33crit: high max good crit, R upgrade required for crit, expensive repairs, both blacksmith manual and sword drops from Bucket, sword drops pre-enchanted with Destruction. E Winter Royal Blade 111-119max 39-49crit: decent max very high crit, R upgrade for charge enabled, S upgrade for Ice Spear enabled, max and crit bonuses swapped for S R. Obtained from Reiote
Frosted Borealis Blade 104-124max 41crit: decent max very high crit. Manual and Materials for blacksmithing obtained from Reoite.
* Broad Axe 132-143max 31-35crit: giant weapon, very strong for full swing, low dura. Mob grade bases from mob drops and Blacksmith.
* Highlander Claymore 121-129max 17-29crit: stronger claymore, cheap repairs. Obtain from Theatre Missions and Peaca mobs.
* Adventurer Heavy Blade 138-146max 42-48crit: BiS two handed sword, insane stats, low dura. Obtained from Bone to Pick Adv+ Theatre Mission.
Dragon Blade 110-117max 18crit: decent max low crit, common byproduct from Peaca runs. Obtain from other players or Peaca.
Dragon Fang 130-150max 6crit: extremely high max extremely low crit, expensive to repair, better as an ego. Obtained from Theatre Missions.
Glory Sword 110-118max 42-52crit: decent max very high crit. Obtained from Theatre Missions E Devil Slayer 114-121max 21-33crit: decent max good crit, requires R upgrade for crit rate. Dropped from the Grim Reaper in Theatre Missions.
* Francisca axe 97-118max 48-54crit: very high crit and max, needs artisan roll for damage, very low balance. Blacksmithing Manual is from Pantay's Tiny Dragonfly. Obtained from Theatre Missions and mob grade drops from Peaca mobs.
* Guard 76-104max 26-36crit: okay max and crit, thunder enabled 1h sword, very good for utility and dura-less thunder, you normally get only one so it requires enchant protection potions. Obtained from finishing custom generation A2S1 Sky Palace.
* War Sword 102-114max 19-25crit: enables charge from S upgrade, high max okay crit. Obtained from Blacksmithing Manual from Barri Adv 3 or quest board, boss grade drops from Giant Lion.
Khopesh 90-99max 31-42crit: dualwield enabled when SP upgraded, okay max high crit, use in main hand while dual wielding with sword to gain axe mastery bonuses over sword. Obtained in Arcane Library (very common so people will sell for cheap or giveaway).
* Dragon Sword 121max 31crit: dual wield, highest max for 1handed swords, good crit, low balance, extremely low dura. Blacksmith manual from Raid, dragon materials also from Raid and Dragon Field bosses. Frosted Borealis Hammer 119-132max 39-51crit: giant dual wield maces, very high max damage and crit, extremely low balance. Manual and Materials for blacksmithing obtained from Reoite.
Warhammer of Zillyhoo 113max 48crit: high max very high crit, smash makes a honk sound, cheap to repair. Obtained from Synthesis and drops from Protostega Holy Mace of Lymilark 99max 7crit: high max low crit with mana reduction path, hybrid healing wand (has mana evap) good for mana shield and blaze. Blacksmithing Manual and Materials from Symphony for a Fallen King.
Armors
* E Broken Horn Hunter Armor: light armor 4smash 4poison, lets you use one accessory unlike heavy armor. obtained from Shamala's shop in Cor, set bonus in shop rerolls every midnight in game.
* E Lamellar Warrior Armor: heavy armor, 4smash 4explosion, comes pre-enchanted with Canopy, very strong and affordable armor. Obtained from Shamala's Flag Scrap Shop.
Thames Armor: 1-3smash 1-3assault, no ping, not sought after due to lower set numbers. Obtained in Bucket.
E Knight Wing Plate Armor set: Assault Slash + Explosion set, body is 4/4 with the other pieces being 2/2. Obtained from Tara Jousting.
* BHH Helmet: 1-4smash 1-4poison, blacksmith manual dropped from Tiny Dragonfly
* Thames Boots: 1-3smash 1-3assault, maxroll fairly expensive, obtained from Ballooning 41-50 stars
* Thames Gauntlets: 1-3smash 1-3assault, maxroll extremely expensive. Obtained from Jungle Warfare Elite and Raid. Thames Helm: 1-3smash 1-3assault, maxroll extremely expensive, rarest thames piece. Obtained from raid.
Wooden Plate Cannon: glove base for Wooden Needle. Obtained from Alby Quest board reward pre-enchanted/bridged with Red Scar.
Shields:
* 'Bulwark' Bronze shield: bad shield base but is attached by good prot enchant, for prot maxxing. Obtained in Raid with bulwark pre-enchanted
* 'Bulwark' Vales shield: BiS shield in the game with bulwark attached on, for prot maxxing. Obtained in Raid with bulwark pre-enchanted
* Eagle Mask shield: decent shield for stacking heavy stander %, can be SP upgraded for +12 crit. Obtained from Bucket.
Yggdrasil shield: good shield for stacking heavy stander %, comes with mossy pre-enchanted. Obtained from Raid or Black Herb
Accessories:
* Relic of Immortal Smoke 3defense/2prot: comes with ancient 6-12max, can equip only one, very expensive maxroll. Drops from Smokey field boss in Cor.
Wings of Leaping: 1-3assault 1attackspeed: good for completing assault slash set. Obtained from Symphony for a Fallen King
Starting off as melee, try to start jousting daily immediately to work your way to an early Sturdy Ox set, smash set is very important (Joust weapons are also pretty strong early so get those if u don't mind doing more jousting dailies). Grab any recommended weapons and upgrade as you go. 2x Battle Swords, one of Quarterstaff/Claymore/Battle Hammer and a Shield if you want to charge. I'd get a set of fully upgraded weapons first before you get new ones to Enchant on. Giants have the strongest early game from the weapons they have access to from shops, Elves get the short end of the stick with lacking 2h options and lack of dual wielding. Leminia sword is a great early game weapon with it coming pre-enchanted with gator, you just have to do Tara Donations and pray someone else isn't doing it.
Midgame onwards when you have established enough money and skill ranks, you can start looking for better bases in the 'Everything Else' tier and preparing for enchanting.
Smash set + 2h weapon goes a long way.
rocks
Posts: 17 Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
3.2 Mage Gearing
Magic gearing for set effects is pretty simple, the set effect you want at all times is Mana Reduction, while you're other options would be Firebolt or Icebolt enhancement and maybe explosion or poison resists.
Weapon upgrading is also very simple, magic damage all the way. The crit value on the stat tooltips for weapons do not get applied to crit rate when hitting mobs with magic, and would need to be subtracted from the character status window's crit stat to find the real value.
eg. 35% crit Dragon Staff and 105% total crit on Character Stats, the real value would be 70% crit when using magic.
For this reason there is no reason to ever path crit upgrades for magic weapons, even if there aren't many weapons that have that option lol.
Later enchants will build crit so don't worry about that yet.
Mana reduction is also helpful to upgrade for, but it's optional since damage is much more important for how mages play.
Mana evaporation reduction... just get some evap stones orz.
SP Upgrades for magic weapons is weird with the fact that the magic damage bonus from S are not % increases to damage, but instead flat damage, which does not get multiplied afterwards by matk, magic dmg upgrades nor charge bonus.
For any SP upgrade of Magic weapons, unless specified, R upgrade is the way to go for a crit bonus.
Don't forget that Carpentry gives bonus stats for wands, up to -5 mana usage and +3 magic damage (highest I've seen).
* marked for recommended Bolded marked for very good items, there aren't many magic weapons so if its good then it's great. Underlined marked for expensive, usually rare item in this case.
Most gear for magic are parallel in performance with each other, so it'll be just one big spoiler box.
JOUSTING SHOP: has free pre-upgraded/enchanted level wands in shop. Joust daily to get points and grab a free bolt stick if you want.
Though they are unrepairable so will not stay forever.
Weapons:
* Fire Wand +4ccfire +6manause: most basic cc4 firebolt wand. Store bought
Metal Fire Wand +4ccfire +6manause: same as fire wand^, no SP upgrades. Blacksmithing Manual from Raid
Beginner Fire Wand +4ccfire +6manause:same as fire wand^, no SP upgrades. Obtained from Carpentry
* Phoenix Fire Wand 5-80int +30castspd: low dura, upgrade path while avoiding -magic damage leads to artisan, good for Fireballs. Store bought
* Savage Fire Wand 4magic cc4fire +24manause: combat wand, highest damage cc4 wand but very high mana use. Obtained from Carpentry
Ice Wand +4ccice -2manause: best upgraded for S due to multihit, very costly instead from multi hit dura usage. Store bought
Beginner Ice Wand +4ccice -2manause: same as ice wand^, no SP upgrades. Obtained from Carpentry
* Savage Ice Wand 4magic cc4fire +24manause: combat wand, good for self setup Ice spear > Blaze, can opt out of cc4 for more mana reduction. Obtained from Carpentry
* Crown Ice Wand 28magic -10castspd +4manause: highest damage ice wand, very good for ice spear. Store bought or mob grade drops (Snow Trolls or Trolls from BITW)
Metal Ice Wand 28magic -10castspd +4manause: same as crown wand^, but low dura and no SP upgrades. Blacksmithing Manual from Raid
Crystalline Foil S 24magic +10manause: 2h sword, needs S upgrade to be ice wand, cannot use offhand. Obtained from Symphony for a Fallen King
Everflow Ice Wand -34manause: ice and healing wand with Hailstorm Enabled, good mana cost reduction. Blacksmithing Manual from Deep Sea Adv
* Lightning wand +4cclightning +6manause: good for clearing many weak mobs, costly mana. Store bought
Beginner Lightning Wand +4cclightning +6manause: exact same as normal lightning wand, but cannot SP upgrade. Obtained from Carpentry
* Wavemaster Wand -34manause: good mana cost reduction, minty effect of Lbolts partially healing on use (also counts as healing wand). Obtained from Solea Fishing
* Lightning Elven Long bow 12magic +5castspd: believe it or not the best lightning wand for damage is a BOW. Obtained from Bosco's daily shop (in Emain Macha).
Savage Lightning Wand 4magic cc4lightning +24manause: combat wand, very high mana use. Obtained from Carpentry
Belief 10-70int 16magic +8manause: ice spear duration shortened (but still needs to charge ice elements to cast), charge enabled and restores mana on charge, party heal enabled.
Obtained from completing A2S1 Sky Palace... except Guard is the better reward option.
* Guard: thunder enabled 1h sword, no dura cost when thundering. Obtained from completing A2S1
* Trinity Staff 10-70int 19magic +8manause: good baseline staff, has SP upgrades. Obtained from Theatre Missions
* Dragon Staff 10-70int 16magic +1ccfireball +5manause: could be 19magic if pathed without fireball cc gem upgrade, BiS for fireball. Blacksmith Manual and Materials from Raid
Yggdrasil Staff -35manause or 10magic: low magic damage staff but very high mana reduction, imo not great. Obtained from Bucket pre-enchanted with Mana Needle
Solar Crystal Staff 10-70int 19magic +8manause: fire wand and staff (has evap), has SP up. Obtained from Runecrafting
Frozen Heart Staff 10-70 int 19magic +8manause: S upgrade adds ice spear enable, R upgrade adds ice wand tag on top of staff, both SP upgrades only have -15 mana reduction. Obtained from Runecrafting
Luna Crystal Staff 10-70int 19 +8manause: healing wand and staff (has evap), has SP up. Obtained from Runecrafting
* Rapiers (Rose's Thorn, Stage Rapier, Crystalline Foil, Thorns of Oglogoth, Royal Pumpkin Rapier) 19magic +1ccbolt +13mana: choose a bolt to cc of the 3 elements, very cost efficient with no dura use on bolts. Obtained from Symphony, Deep Sea Int, Tiny Dragonfly, Black Herb (a lot of places)
Ludicrous 10-70int 19magic +8manause: counter can summon a familiar than lightning coils to aggro enemies, no SP up, funny weapon. Obtained from Sky Palace boxes
Thorns of Oglogoth 16magic +1ccbolt +13manause: firebolt causes wounds, 10% chance per enemy hit with fireball to enter a trance (magic cast speed, berserk, something else i forgot), funny weapon. Obtained from Deep Sea Int
Storm Lyre -30manause: good mana cost reduction, counts as Ice and Lightning wand, very rare. Obtained from Protostega
Bad weapons for warning purposes: you could say all staffs that don't have SP red crit upgrades are bad too.
Crystal Lightning Wand: forces negative magic damage upgrades down your throat for mana usage reduction, giga awful never use.
Metal Lightning wand: same as Crystal Lighting wand ^.
Armors/Clothing: mana reduction set items are all the same, with some bases with larger amounts, pick based on vibes/accessibility
* Winter Royal set: mana + icebolt set effects, body is 5mana 5icebolt. From Reiote's Winter Royal chests
* Broken Horn Trainee set: mana + stam set effects. Pieces and Manuals from Pantay Tiny Dragon Fly, Raid, and Shamala shop
Red Eye set: mana + lifedrain set effects. Pieces from Raid
Trinity set: mana + healing set effects. Pieces from Raid or Fortinbras Expedition
* Karis Wizard: Suit 4mana and Shoes 4mana. From Tailoring or Auction
Geas Edge set mana + explo set effects, body is heavy armor. Manual and Materials from Arcane Library
Geas Devastation set mana + petri set effects, body is light armor. Manual and Materials from Arcane Library
* Magic School: Uniform 3mana 3explo and Shoes 3mana 4stam. From Malcolm Shop (uniform) and Brown Grizzly Bears (shoes)
* Broad-brimmed Feather Hat: 3mana 4explo. From Tailoring
* Mongo's Wizard Hat: 3mana 4petri. From Flying Swords
Winter Royal set ^^^
* Hebona set: icebolt + firebolt set effects. From Alby hardmode Starlet Circle set: icebolt + firebolt set effects, alternate hebona set. From Sky Palace boxes
Mystical Wavemaster's Hat: 4ice. From Solea Fishing
* Wandering Wavemaster's Hat: 4fire. From Solea Fishing
Divine Demigod set: demigod boost set effects, increases demigod duration and damage, great for mana sustain. Obtained from Symphony for a Fallen King
Nuadha Robe 4demi: the rarest and most sought after robe in the game, priceless. From Falias treasure hunts
Nuadha Gauntlets 3demi and Boots 3demi: From Falias treasure hunts
Accessories:
Drosera 1-3magic 1-3mana: cheap to buy if <3 magic, max rolls are expensive. From Black Herb
Dragon's Breath Slab 1-3fire 1-3flameburst: extremely rare and expensive. From Bigfoot and Dragon Field Bosses
Nuadha's Talisman 2demi: has niche use of activating demigod for a very short duration for 25 seconds (3min cooldown). Uses Neamhain's powers and does not consume demigod skill exp nor have regen. From Symphony for a Fallen King
Babhb Cath's Talisman: ^ same use as Nuadha's Talisman except it uses Morrighans powers