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Mabinogi is a Nexon MMORPG that is actually quite old. Its graphics don’t look that terrible, and in my opinion, fall into a rather niche art style.
(To be honest I really don't care what the game looks like. If I did I would mod the shit out of it. People do mod this game like Minecraft texture packs. If you try it, don't blame me if you get banned for inexperienced modding.)
Off topic again, sorry, I’ll try to limit this.
Let me begin again, Mabinogi is the only Nexon game that isn’t pay to win, and doesn’t have an intensively competitive atmosphere about it (I’ll get back to this later in my section on Fashionogi). Mabinogi has the subtitle “fantasy life” in its name, and for a good reason. THERE’S SIMPLY TOO MUCH SHIT TO DO IN THIS GAME. Mabinogi is all about having a good time with others.
Unlike most other MMOs, in Mabinogi there are no formal “classes”, you can reach capped rank in every skill in the game that your race allows. (which I will get to in a little while, if you’ve read this far I'm sure you can keep going.)
This game is quite literally, all about doing what you want to do. Be it flying a balloon through Wyvern infested skies or doing some terrorist role play by crashing said balloon in the middle of a city, to living your life as a pacifist (yes you can get by in this game without killing things), Mabinogi is what you make of it. Want to be a giant alchemist? sure go ahead. Want to summon a giant Golem to crush your friends for making fun of your short stature? Why not? Didn’t get enough revenge from Windmilling your friends to death with a Golem? Call down an (dragon) airstrike to lay waste to them and any nearby monsters! (just watch out not to get caught in the meteor strikes yourself).
Mabinogi can be a chill social game if you want. Mabinogi can be an intensely hardcore MMO, once again, if you want. Mabinogi can be that casual game you play every once in a while to hang out with friends, go on a few casual raids, clear some dungeons, play some strip darts. (yes you can do that)
Mabinogi is fantasy life, your fantasy life, Mabinogi is what you make of it.
There are no formal classes in this game, and you’re free to max out every skill in the game, barring race restrictions. You gain stats by levelling up(but you don't distribute them) you gain stats randomly, you have a certain chance of gaining x stat per level based on various factors, such as your character’s in game age, and associated talent. Both of these things can be easily changed via rebirth.
Rebirthing however, will reset your level to 1, and any stats you gained from levelling, with it.
The bulk of your stats will come from ranking up skills, as you rank up skills, the skills will give you permanent stats that carry over to your next life. to rank up skills you need two things. 1 enough skill training (100+ points) an 2. AP. AP can be gained in a few ways. the main method of gaining AP is Levelling up, which will provide you with One AP per level.
Download the game! I’m seriously not a techie person. If you need help with this you: (A) Need quite a lot more help than you will ever realize, or (B) are talking to the wrong person because I suck with computer stuffz.
Stats and stuff if you're interested.
(http://wiki.Mabinogiworld.com/view/Stats_and_Skills)
• Herro there, this is what I see in the mirror every morning!
• Very balanced, great at everything!
• actually this is misleading, all races can be great at everything, this is just more apparent early on
• Unique skills: Final hit, Arrow Revolver, Transformation: Paladin or Dark Knight
• Runs faster than humans and giants.
• Trumps humans in archery
• their normal archery attack shoots two arrows at once, and the skill magnum shot has a lower cool-down for them
• They use a bit less MP for magic skills such as Ice spear, but in the end, this isn’t that big of a deal.
• They have slightly more INT and DEX than humans.
• They have higher INT and DEX caps
• the higher you get the more negligible this is, 18 more INT, and 25 DEX cap
• Have lower STR, Will, HP caps
• Requires more AP to rank magic and archery skills, and less AP for combat skills
• The only race allowed to use quivers (bags that hold your arrows up to 500, instead of in stacks of 100)
• Can use archery while mounted (this is extremely unfair, to….. Everything.)
• Cannot dual wield weapons. Can only wield certain two handed weapons.
• Have very few available heavy armors. (heavy armor mastery gives a very heavy penalty to DEX )
• Unique skills: Mirage missile, Transformation: Falcon, Final shot.
• They're big.
• Run a bit faster than humans
• Cannot dual wield wwords.
• Have higher STR, Will, and HP caps,
• Negligible compared to humans, less negligible compared to elves.
• Lower MP and INT caps
• Negligible compared to humans, less negligible compared to elves.
• Basic combat skills are more powerful.
• e.g. smash at rank 1 does 600% damage for giants versus 500% for elves and humans.
• CANNOT USE BOWS OR ANY ARCHERY SKILLS.
• Can carry a giant allied human on its shoulder!
• Requires more MP for some magic
• Can only dual wield blunt weapons.
• Can wield two hand weapons with a shield
• makes you wonder why they can't dual wield 2h swords
• Many cheaply available heavy armors.)
• Heavy Armor Mastery gives minimal penalty to DEX
• Unique skills: Wind guard, Taunt, Throwing attack, Stomp, Transformation: Beast
I highly recommend that you start off with a human, because only humans will allow you to get a free Elf or Giant card, by simply visiting the respective leaders of the Elves and Giants, allying with them, withdrawing your support for them, and allying with the other race.
Usually you want to start as an Ace. Actually, don't doubt, choose Ace.
Ok that was a half lie, I should start by explaining things to you.
Talents are bonuses to skill sets that your character will have during this life. Milletian talents cover nearly all skills, however you may only have one skill set.
Ace skill sets however, have three Milletian skill sets in one.
Druid (Merlin) has Medicine, Holy Arts, and Combat Magic talents rolled into one
Starlet has Puppetry, Music, and Holy arts.
Vates has Alchemy, Close Combat, and Transmutation.
So unless you’re planning on starting off as an Archer or Gunner (please don't do Gunner), or most production skills, choose Ace first. Aces also have a few other bonuses.
Aces also receive select skills right out of creation or rebirth, whereas everyone else has to either rebirth for them or do annoying quests to receive them.
NOTE YOU MAY ONLY SELECT AN ACE TALENT FOR YOUR FIRST REBIRTH. IF YOU WISH TO SELECT AN ACE TALENT AFTERWARDS, YOU MAY ONLY DO SO BY PAYING REAL LIFE MONEY.
While there are no formal classes in Mabinogi, each skill belongs to a certain category. (i.e., Combat(melee and archery are both tossed into here), magic, alchemy, life, music, fighter(martial arts), Puppetry, Dual guns.
While you’re certainly free to rank absolutely anything and everything, you probably shouldn’t, and for good reason. Though, if you absolutely want to, go right ahead, it’s your fantasy life after all.
• Puppetry
• in the beginning, this class will seem Incredibly overpowered to you, but then you start seeing your friends overtaking you in damage, while you’re left behind in the dust wondering what went wrong.
• Puppetry is a hybrid class, using both STR and DEX to decide their base damage. The problem is, ranking up puppetry skills isn't going to be giving you significant amounts of either.
• Experienced players get a solid base in both archery and melee skills, and grind up their STR and DEX with life skills (such as, but not limited to: carpentry, and refining/weaving, respectively.)
• With sufficient stats, this class shines in tactical manipulation, and devastating AOE (long cooldowns though)
• Dual Guns
• This is such a trap set of skills, and is where a lot of beginners may start to feel that the game is way too hard. (on the bright side, it gives massive amounts of HP)
• Dual guns are another hybrid class, utilizing both STR and INT for damage, the problem is, most guns have very little in the way of damage, and you need.
• Advanced players suggest having at least 1000 combined INT and STR before committing to dual guns (thanks Moneybags (aka. Chai))
• After getting a solid base in both close combat and Magic, Dual guns are very effective against groups of enemies.
• Fighter
• In other words martial arts. as a starting base, if I gave the above two classes 1 star, fighter would be 3 stars. Fighters use will as their only attacking stat, and consequently, generates a lot of will(which translates into critical hit rate and chance of surviving and going into negative HP instead of dying).
• Fighters use will as their only attacking stat, and consequently, generates a lot of Will (which translates into critical hit rate and chance of surviving and going into negative HP instead of dying).
• Fighters heavily focus on 1v1 DPS, but do have a few skills that can do great damage to groups(focused fist, drop kick)
• When faced with multi aggroing mobs (monsters that attack more than one at a time) you will have a very hard time, without picking up a few useful skills from other categories. (Eg. windmill, EVERYONE NEEDS WINDMILL, be it for attack or defence WINDMILL IS A NECESSITY)
• Close Combat
• no frills, we get up close and personal (well unless you’re using a lance, then you stay a safe distance away and poke things to death., I kid, but you get the picture)
• Extremely versatile
• good steady damage that builds up with the STR that it gives. (also pick up life skills to boost STR).
• Archery
• The highest DPS in the game, but…. you see, aiming is percent based in this game, meaning the longer you spend aiming the higher your chances of hitting. The keyword being "chance." You could potentially pull of shots at 30% one after another, but miss a critical magnum shot with 99% aim. This happens frighteningly often.
• Bows and arrows do damage based off of DEX .
• Capable of hitting multiple targets with crash shot.
• Music
• Buff skills, very effective if used in the right places. All are very useful, but I'm listing a few especially useful ones.
• Skills to note are:
• Lullaby
• seriously, stops monsters right in their tracks
• at high ranks, locks down large numbers of monsters, for quite a long time as well.
• Oh don't mind me, just charging up my huge AOE to send you guys to a fiery grave.
• Battlefield Overture
• Increases damage and critical rate, need I say more?
• Fantastic chorus
• Either debuffs enemies or heals allies.
• At rank 1, this skill recovers 3 MP per second. It’s like a portable mana tunnel. Incredible.
• Vivace
• Very useful for mages, because well... casting speed~!
• A Strategy I'm particularly fond of is Lullaby + Fantastic Chorus (life anthem) + Vivace and then charge your fireball...
• Magic
• We got dps, we got crowd control, we got BURNING BALL OF DEATH; a little bit of everything.
• (our only Melee skill is a little……very hard to use without strategy.)
• Huge power comes at a huge price.
• Namely: cast time, large MP cost, and wand repairs, the most costly weapon type to repair in the game. (which is quite affordable, but a fair dent in anyone’s pocket)
• Im going to go in depth about this later on, but INT increases magic attack
• Magic attack roughly increases damage by 1% per point. Roughly being the keyword here, more details later on.
• Alchemy
• Alchemy can be described in one word: "fun." It looks like some guy tried to make "fun," a skill branch.
• Alchemy is arguably the quirkiest of all skill branches.
• you get Water cannon, (which works like Firebolt(magic)) summon golem, Flame burst (quite literally a flame thrower), heat buster (why not keep a mini-cannon on my arm?), barrier spikes, production skills (what are you guys doing here?)
• alchemy damage is based on your vitals(HP/MP/Stamina) and skill ranks.
For many people the first milestone in Mabinogi is getting the ability to transform.
Transforming will turn you into a paladin or dark knight (if human, dark knight requires the completion of g3), beast(if giant) and Falcon(if elf)
Transforming will give you huge bonuses to your stats, that increase as you rank up the transformation skills (which don't require AP, they gain points from you levelling up and rebirthing)
This lasts for a few minutes, and gets longer the higher your transformation skill level is (dark knights are special in that once their transformation runs out they go into disarm mode and instead of reverting back to normal, their HP decreases rapidly, so in theory you could have someone heal you constantly and have permanent dark knight on. This usually isn't practical, but can be used if you’re stuck in a bad situation.)
The cool-down resets every MABINOGI DAY (once every 36 minutes, )
To get transformation you have to complete the g2 quest-line, which requires you to beat g1, and if you want dark knight, you have to beat g3. Generation 1 (g1) starts with finishing all your quests under the goddess tab……. which gives you more quests under the goddess tab (g2).............which gives you even more quests under goddess?!?! (g3)
goes like this:
Rank Novice, >Rank F >E>D>C>B>A>9>8>7>6>5>4>3>2>1> Dan(if applicable) 1>Dan2>Dan3
Many skills gain bonuses at ranks 9 5 and 1.
e.g.. windmill decreasing cool-down at rank 9, radius increase at rank 5 and further radius increase at r1
What is refine and why does everyone keep telling me to rank it?
Refine is the skill to turn ores into bars and bars into plates, not all that useful unless you like crafting things. HOWEVER, RANKING THE SKILL GIVES YOU A DECENT AMOUNT OF DEX FOR LOW AP COST and, IN THE LATER RANKS, IT BECOMES INSANELY HARD TO LEVEL IF YOUR DEX IS TOO HIGH.
This is because DEX influences the success rate of refine, the higher your DEX the higher the success rate. However in the later ranks, it is REQUIRED to fail at refining to rank up. It’s not even POSSIBLE to reach 100 skill EXP to rank up without failing at refining.
This skill is amazing, in the beginning this skill might not seem like much, with it’s lackluster radius making it seem nearly useless. however as you rank it up, windmill’s radius increases quite a fair bit! this makes it INCREDIBLY USEFUL to everyone, even if you’re not a melee fighter. Windmill can be used both offensively and defensively, so no matter how you fight, a windmill in the right place can save your life.
Yes, but the principle in Mabi is to NOT get hit, like at all. It’s easier early on if you’re a giant with heavy armor a good shield and rank 1 wind guard, but value of a tank kind of drops off later on to situationally useful, and hard hitting end game mobs will pretty much screw you over.
(ice bolt, Firebolt, lightning bolt)
I have to ask, are you using a wand?
If no. - Do You Melee Bare-handed?
If yes. - did you upgrade the wand? Did you rank Magic weapon mastery? Firebolt gains more damage per charge, and at 5 charges has a 6.5x damage multiplier. fire/ice/lightning wands can be upgraded to have Chain casting. THIS allows the wand to charge up MULTIPLE charges of it’s respective elemental bolt at once. this makes Firebolt one of the easiest high DPS skills to get in Mabi.
At rank 1 it multiplies the damage of all your bolts by 2.5x and decreases the casting time of all advanced magic by 15!!! (so long as you have a wand or staff equipped anyways) and has incredibly low AP cost for such a broken skill.
I just saw that I could charge up bolts without a wand, so I thought I could add some ranged damage while mobs were out of my reach.
Woah there, don’t give up so quickly, who said you need a wand to make bolts useful? (......oh wait…. I did……).
In melee combat, Firebolt (even at one charge) will knock down an enemy, allowing you to chain in an assault slash. Lightning bolt is special in that it does the most damage per one charge of any bolt (note, it doesn’t do any more damage with more charges at once), as well as having a long stun time (at rank 1 of course).
Even without a wand lightning bolt can still do some decent damage, and a good method of exploiting it’s stun is waiting until the mobs get close, let a lightning bolt fly, and then smash the mob while it’s stunned.
To upgrade a weapon you need two things. 1. gold. 2. Proficiency on your weapon.
Upgrading weapons not only costs gold but the proficiency (don't ask me why that’s just how it is).
ONLY CERTAIN UPGRADES CAN BE USED AT A TIME.
for example chain casting a fire wand to charge five bolts at once would be the “fire elemental amplification 4” upgrade. with ug # 4. meaning it can only be used after four previous upgrades. meaning it can only be used as the last upgrade (fire wand has only five upgrade slots)
Whereas “fire elemental resonance” can be used for the first four upgrades, with the fifth being chain casting.
The older your char is the more prof it’s gear will get( caps at age 25)
Wands and staves - Stand in front of a mana tunnel in Iria and use heal on yourself.
Melee weapons - get lightning elementals and use them on all of your equipment, clothes hat shoes gloves weapons sheild(if using a shield) and two accessories. Next go to Dugald aisle and attack a wisp using auto combat. Your char will now be attacking a wisp mindlessly doing very little damage to it, and taking very little damage in return, you can now safely AFK. but make sure you keep your sound on in case a bear decides to attack you.
Bows - go to Tara and do the shadow mission “their method” and keep shooting the zombies.
Shields/Armor/Clothes - take hits. if you have high enough defence go to Tara and do the shadow mission :the sulphur spider in the shadow realm, on basic difficulty and let yourself be hit.