How to get stronger - a guide to scale combat power (rev. 19 by rocks on 10-19-26, 09:57 pm)
Posted at 10-15-26, 07:30 am Link | #1
rocks

Posts: 17
Joined: 07-10-18
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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

Other resource links:
Vanilla G13 Stat gains from skills
Mabibase Pro for searching item and enchants
Combat Power database for training (install Kanan to see combat power under names)
Soul Guild's spreadsheet for custom content and skill uncap items.
G13 Loot Table

Guide is a work in progress atm, writing in steps
post rev. 55 by rocks on 10-18-26, 11:06 am
Posted at 10-15-26, 07:30 am Link | #2
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
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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.


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.

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.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

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.


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.

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) *
post rev. 30 by rocks on 10-19-26, 02:01 pm
Posted at 10-15-26, 07:30 am Link | #3
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.


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

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.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

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.


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.

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.

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.
post rev. 51 by rocks on 10-20-26, 01:02 pm
Posted at 10-15-26, 07:31 am Link | #4
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
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.

For combat power based training methods, you should be careful of what you rank past lv300 as you cant freely reset skills anymore.

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)
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

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.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

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.
post rev. 32 by rocks on 10-19-26, 05:23 pm
Posted at 10-15-26, 09:59 am Link | #5
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.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

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.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

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.


post rev. 43 by rocks on 10-19-26, 09:38 pm
Posted at 10-15-26, 03:49 pm Link | #6
rocks

Posts: 17
Joined: 07-10-18
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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.


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.

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.


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
post rev. 13 by rocks on 10-20-26, 12:48 pm
Posted at 10-16-26, 08:28 am Link | #7
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.



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.
post rev. 3 by rocks on 10-20-26, 02:54 am
Posted at 10-19-26, 04:08 pm Link | #8
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.

Posted at 10-19-26, 05:21 pm Link | #9
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
aaaaa more space
Posted at 10-19-26, 08:55 pm Link | #10
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
eeeee more space
Posted at 10-20-26, 03:21 am Link | #11
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
e ae
Posted at 10-20-26, 03:29 am Link | #12
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
a ea
Posted at 10-20-26, 12:46 pm Link | #13
rocks

Posts: 17
Joined: 07-10-18
Last post: 31 min.
Last view: 1 min.
:X
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