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Status

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Status attributes, often called "stats" for short, affect all aspects of your character, including (but not limited to) appearance and general competence in skills.

Contents

General Overview

Base Stats

  • Determined based on Age, Level, Race, Skill Ranks, and Uncooked Food effects.
  • These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in brackets beside the new modified stats.
  • Affects the player's Combat Power.

Permanent

  • The stats acquired from ranking Skills, classes and reading books are permanent and will be carried through rebirth.

Semi-Permanent

  • These stats will fade or reset upon rebirth.
  • The stats that fall under this category includes those gained from Age, Level, and Uncooked Food effects
  • For leveling stats and uncooked food stats, although the stat gain may be in decimals, they still take effect even though the change isn't visible under the specific stat in Character window.
    • Ex. A player with 102 STR levels up and gains 0.5 STR. Although their STR still shows as 102, the player would have 1 more max damage than before.
    • Uncooked food works the same way as leveling, except that the stats gained is significantly less. In addition, the older the character is, the less stats will be gained per food.

Temporary Stats

  • Modifications to the base stats including those from Enchants, Cooked Food, Potion Poisoning, and Titles.
  • Displayed in yellow in the character window, with base stats in brackets beside it.
  • Temporary Stats do not affect the player's Combat Power.
  • Although a stat can go into the negatives, its effective value is displayed and calculated as 0.
  • These modifications may be changed relatively easily at a whim.

Age

  • When creating a character, the player is allowed to choose an age between 10 and 17.
  • Characters will advance 1 year in age every Saturday at noon (server time), either when they log in or change Channels.
  • After reaching 17 years of age, the Character will no longer increase in height.
  • For Pet characters, their maximum size is at Age 5. After Age 5, the pet's paws/hind legs will continually decrease in size.
  • After reaching 25 years of age, the display will show age as "25 Years Old (+x Years)."
    • The age display past 24 on NA servers will read "XX years past 25" where XX is the number of game years that have passed since the character was created or last rebirthed.
  • After reaching age +25, the "Light Rays" no longer appear when you age, no message will appear, and importantly, no AP or stats will increase.
  • Reaching Age 18 earns the player "the Adult" title. Reaching Age 30 earns the player "the All-Knowing". Reaching Age 40 earns the player "the Old".
  • There seems to be no limit to Aging. A player can age to over a hundred without dying of "Old Age" or something of the like.
    • As stated whenever you fall unconscious, death doesn't exist in the world of Erinn.
  • You can find stats gained by aging here.
  • Trivia: When a pet ages up, the Light Rays will appear every time until Age 25+, although pets usually stop gaining stats at Age 11.

Ability Points

  • Ability points, or AP, are required to rank up skills.
    • To see a table of AP requirements for skills, please refer to Skill List.
  • AP are earned by leveling up and by aging. Some quests reward AP as well.
  • Along with the Pioneers of Iria update, it is now possible to gain AP by gaining exploration levels, which can be reset by Rebirthing as well.
  • You can recover AP that has been used on skills, Rank E and greater, by using a Skill Reset Capsule.
  • 4 AP are required to repair one durability point of the Brionac, at a 100% success rate.

Life

  • For the rank A enchant Life, go here.
  • For the rank 8 enchant Life, go here.
  • Life Points, commonly referred to as Hit Points (HP), determine the character's ability to absorb damage.
    • Rest, Magical Music effects, Healing Magics, and Life Potions can restore Life to maximum amount of Unwounded Maximum Total Life. Leveling up will restore Life completely, wounds are healed also. Using Nao Support after being killed will restore HP, Mana, Stamina, and Hunger completely.
      • You can use a Life Potion quickly by pressing the H key or assign it a different Hotkey via Options. The bottom-right most potion in your inventory is always selected when using the hotkey.
      • Excessive use of Life Potions can result in medicinal poisoning which reduces your Intellect and Will while increasing their effectiveness.
    • Life will naturally regenerate at a constant rate of 1 point for every 8 seconds passed.
  • The absolute minimum Total Max Life a player can have is 1, ie; the Life bar size. If reduced below 1 by Enchants or Titles, the amount Life will be adjusted to 1.
  • Having one's Life Points reduced to zero usually results in death.
  • It is possible to survive past 0 Life. This phenomenon is known as the status effect "Deadly". The chances of going into "Deadly" when receiving an attack are dependent on Will.
    • The player will always become Deadly instead of dying when HP was depleted by poison, bad fountain effects, or excessive use of Windmill without using HP Potions in between.
    • While in Deadly status, the very next attack you receive will almost certainly knock you out. The chances of surviving are negligible and determined by the player's will.
      • Deadly status "caps" at -100% of maximum HP, including enchants and other bonuses..
  • A player will enter Deadly status when the user has 50% or more Life remaining when receiving a single blow where the damage is greater than the remaining life.
  • When your HP depletes to zero, there is a chance you will become "unconscious", provided Deadly did not trigger.
  • The player can also become "Wounded", where the maximum amount of Life able to be healed by HP Potions is reduced. This is shown by a black region on the Life bar.
    • Rest, First Aid, and Wound Remedy Potions can heal Wounds. Transformation will also reduce Wounds. Resting by a campfire will heal wounds more quickly.
  • Resting in a dungeon without a campfire will not recover wounds, nor will it give any extra effects.
  • Skills that add to Life include: Combat Mastery, Defense, First Aid, Rest, Sharp Mind, Wind Guard (Giants-only), and Life Drain
  • See also: Hit Point Modifiers.

Mana

Stamina

  • Stamina Points are required when the player activates any Active Combat or Life skill.
  • Each single-wield normal attacks take up 1x stamina (Look up Weapons for their stamina usage), while each dual-wield attack takes up 2x stamina (for Humans).
    • It is still possible to attack with 0 stamina, however the damage will be reduced to bare-handed damage and the player will be unable to activate Combat and Life skills.
  • Stamina naturally regenerates at a rate of 24 points per minute while standing.
    • Stamina cannot be naturally regenerated while the player is using Meditation.
  • As time passes, the character's fullness will gradually decrease. The fullness decrease rate is the same for all characters. Fullness is represented by Food %, which is calculated by dividing the fullness by the player's max Stamina. The Food % will normally not drop 50% (therefore, fullness will usually not drop below half the player's max Stamina).
    • Accordingly, the higher a character's maximum Stamina is, the slower the Food % will decrease.
    • Stamina can be recovered above the Food % limit, but Stamina regeneration will take five times longer than normal. Stamina Potions can still be used, but their effectiveness will be reduced to 20%.
      • This ultimately reduces the amount of Stamina the player can use. It is possible to reduce the Food level below 50% by using Enchants or Titles. Fountains may reduce Food level to 0%. It is always wise to carry some food through dungeons.
      • Beware that Food % has major effects on Stamina.
  • Transformation restores most of the player's Stamina and Food %.
  • Eating Food restores some of the player's fullness.
    • Eating Food will restore the player's Stamina, but only in young characters.
  • Rest, Magical Music effects, and Stamina Potions can restore the player's Stamina. Leveling up will completely restore the player's Stamina and Food %.

Skills that add to Stamina include: Production Mastery, Metallurgy, Campfire, Charge, Stomp (Giants-only), Fishing, and Alchemy Mastery.

Strength

Strength (Str) adds a damage bonus to Melee attacks and skills.

  • Doing the School Classes at Ranald gives you an extra 5 STR bonus.

Intelligence

Intelligence (Int) adds damage to Magical skills, contributes to Magic Balance, and affects the success rate of reading Books and Enchanting.

Extra Magic Damage

  • The damage from Int is not part of your attack's damage range. Instead, it is added on to your attack's damage after defense, protection, and criticals have been calculated. Thus, the damage from Int does not receive a bonus from the critical hit skill if you critical. This implies you will always do this bonus damage regardless of defense or protection.
  • The damage from Int can still be negated by the Mana Reflector skill.
  • The formula for extra damage based on Int is: 2×[log10( Int )]3. The rate of increase for damage per increase for Int at any Int may be calculated by 6×[log10(Int)]2/[(Int)×ln10].
    • Examples:
Intelligence 10 20 50 100 150 200 300 500
Extra damage 2 4.4 9.8 16 20.6 24.4 30.4 39.3
(Damage rounded to the nearest tenth)
  • As of G9 the total damage for magic attacks uses a new formula.
    • The new formula is: (Base Magic Damage + Int Damage Bonus) * 1.1 = Magic Damage
  • The int formula will change again in G13.
    • The G13 damage formula raises magic damage by a percent defined as Magic_Damage * [1+(INT/2000)].
    • Simply put, all magic damage will be increased by 1% every 20 int.
    • These effects compound with the G13 Masteries and the effects of certain wands. (I.e 1.2x damage from Int and 1.1x damage from mastery would be 1.32x damage).
      • Damage bonus from the player's enchants as well as from int can add large amounts of damage due to the stacked multipliers.
      • the damage from Int does receive a bonus from the critical hit skill if you critical.
    • Intellegence will add +1 to the player's magical defense for every 20 int.
      • Normal physical defense from the player's equips will not effect magic, however protection will.
  • Skills that add to Intelligence include: Mirage Missile (Elf-only), Herbalism, Potion Making, Blacksmith, Musical Knowledge, Composing, and Cooking. Every magic skill except for Thunder, Meditation, and magic shields also add to intelligence.
  • See also: Intelligence Modifiers.

Dexterity

Dexterity (Dex) adds a damage bonus to Ranged attacks, affects Balance and Wound rate, as well as the success rate of production skills.

Will

Will affects the player's chance of going Deadly, as well as increasing Critical and Wound rates.

Luck

Luck affects the player's Critical hit rate, as well as the chances to score a Lucky Finish.

  • Lucky finish rate is increased with luck, however the player may still get lucky finishes with 0 luck.
    • Whether or not the player scores a lucky finish is determined upon the monster's death.
    • If the player's pet kills an enemy, the pet's luck stat will be used rather than the player's.
    • The amount of gold that is dropped is determined based on the Monster's base gold drop, as well as the type of Lucky Finish. The rates for the Lucky Finishes are: 2x for regular, 5x for Big, and 20~50x for Huge.
      • The maximum gold drop for any monster is 21,000 gold with or without a lucky finish.
  • Every 5 Luck adds +1.0% to Critical.
    • The amount of Critical that is contributed by the Luck stat may be calculated by: (Luck-10)/5
      • Therefore, if the player has less than 10 Luck, the deficit will actually add "negative Critical". (eg. 0 Luck will be -2.0% Critical)
  • Luck DOES NOT increase success rate of production or repairs.
  • Luck DOES NOT increase item drop rate.
  • There are no skills that increase Luck, the only way to gain Luck is through enchants, leveling up (includes explore) while age 14 or younger, long term food effects from Hazelnut Mushroom, titles, or aging from 10-14.
  • Note that the Good Luck Potion changes into a random item after 36 real-time minutes.
  • See also: Luck Modifiers.

Damage

  • Damage is the amount of regenerative HP an enemy will lose when a player attacks.
    • The HP loss inflicted on an enemy is not permanent and will regenerate over time if no further attack is made (assuming the enemy has not been killed), unlike wounds caused by a player's injury rate.
  • A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
    • When a weapon is equipped, the Attack attribute of that weapon is added to a player's Damage stat.
  • For enemies that naturally recover HP very quickly, a player must either be able to cause large amounts of damage per attack or be able to cause wounds (permanent HP loss) with their injury rate stat.
    • In Iria's dungeons, enemies in Recovery Rooms will regenerate HP lost from a player's damage much faster when they are in their rest cycle but will not regenerate the HP lost to wounds caused by a player's injury rate.
  • Strength increases the amount of damage caused by melee attacks, where a +2.5 strength increase adds +1 to maximum damage and a +3 strength increase adds +1 to minimum damage. (Every 15 Strength, 6 Max Damage is added as well as 5 Minimum Damage)
  • Dexterity increases the amount of damage caused by ranged attacks, where a +2.5 dexterity increase adds +1 to maximum damage and a +3.5 dexterity increase adds +1 to minimum damage. (Every 35 Dexterity, 14 Max Damage is added as well as 10 Minimum Damage)
  • Intelligence increases the amount of damage caused by magical attacks, see the Intelligence section on this page for more information as the relationship is not linear and has some qualifications.
  • See also: Damage Modifiers.

Damage Calculations

The final damage dealt on a monster is calculated in the following steps:
1. Base damage plus all additional damages (from enchants, stats except Int, skills, titles)
2. Skill Multiplier (if applicable)
3. Deduct by Enemy Defense
4. Deduct by Enemy Protection
5. Intelligence Bonus Damage (if applicable)
6. Elemental Multiplier (if applicable)
7. Passive Defense (if applicable)

Wounds

  • Wounds appear on your Life bar in black. Wounds are the parts of your life that cannot be healed by life potions or Healing.
  • To recover from wounds, you must Rest, use/receive First Aid, or receive treatment from a town healer. Wound Remedy Potions and Transformation will also reduce wounds.
    • More wounds can be recovered by First Aid if you are resting while receiving the aid.
  • Note: You cannot recover wounds by resting if you are in a dungeon
  • Magical attacks will never wound.
  • It's possible to have 100%(+) Wound. You will stay in deadly until the wounds are healed.

Injury

  • Injury rate is the percentage of your damage that is inflicted as wounds on the enemy.
    • For example, if you have an injury rate of 10~20% and you hit 100 damage on an enemy, you will inflict 10~20 points of wound to the enemy as well as the damage. Note that wounds are not the same as damage.
  • Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Iria's Recovery Type rooms.
  • Dexterity, Will, certain Transformation Skills and the use of ranged weapons increases the injury rate.
  • Magic attacks cannot inflict wounds, and thus are not affected by the injury stat.
  • Protection will decrease the wound rate by the amount of protection. (I.e if the target has 20% protection and you have 10~30% injury, you will cause 0~10% of your damage in wounds.)
  • See also: Injury Modifiers.

Critical

  • Determines the chance to score a Critical Hit.
  • Critical % from weapons do not count toward Magic Critical chance unless using a wand.
    • However, Critical % increase from enchants will apply to Magical Critical chance.
      • Be aware that the increase will not be the full amount specified on the enchant; it is rather multiplied by a Constant, unique for each spell, that is less than 1.
  • Every 10 Will adds +1.0% to Critical.
  • Every 5 Luck adds +1.0% to Critical.
  • Critical chance is reduced by 2.0% for every Protection point on the target.
    • There are some skills that ignore this, however.
  • Effective Critical chance is capped at 30%.
  • See also: Critical Modifiers.

Balance

  • Affects damage output from the player.
  • For Melee: A Player's DEX stat, enchants, and Combat Mastery skill rank all affect balance.
  • For Archery: A Player's DEX stat, enchants, and Ranged Attack skill rank all affect balance.
  • For Combat Mastery and Ranged Attack, each rank gives an additional 1% Balance when using Melee or Ranged attacks, respectively. For example, Rank A is +5%, Rank 6 is +10%, and Rank 1 would be +15%.
  • INT influences Magical balance.
  • Barehanded balance is 30%. Thus, most weapons would increase the player's balance.
  • Balance is capped at 80% for melee and ranged weapons, and 100% for magic.
  • Balance can be perceived as a standard Normal Distribution Curve. The equation for calculating mean damage is: ((Max Damage - Min Damage) × Balance) + Min Damage. In other words, the mean damage is the weighted average of maximum damage and the minimum damage, with the Balance as the weight.
    • In layman's terms, Balance determines where in your damage range your hits will land. So if you had a damage range of 10~20, and 0% balance, your hits would, on average, land on on the bottom of your damage range for 10 damage. Likewise, with 80% balance, your hits would, on average, hit 8/10ths of the way up your damage range for 18 damage.
    • If balance can be labeled as a Normal Distribution Curve, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the mean damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage. Thus, although a player may have 100% Magic Balance, they will not hit their full damage all of the time.

Knocked Unconscious

  • When your HP depletes to zero, you will be knocked out on the floor.
    • This can be canceled by your Deadly rate. However, you will have an extreme chance of getting unconscious if you are hit again.
  • If you're knocked out, there is a chance one or more of your worn equipments will fall off, unless it's blessed. One to all blessings are lost upon unconsciousness. The selected equipment are completely random.
  • When you are knocked out, you have several options:
    • Revive at Town (Minor EXP cutdown).
    • Revive at Spot (Major EXP cutdown).
    • Revive at Goddess Statue (Dungeon-only. Normal EXP cutdown).
    • Revive by Nao (requires Nao Soul Stone. Extremely minor EXP cutdown + Blessing).
    • Revive by Player (requires one Phoenix Feather. Very minor EXP cutdown).
    • If you revive by Town or Goddess Statue, any fallen equipment will get sent to a Town Office. You must pay 50% of the shop sales price to retrieve it.
    • If you revive by Spot or Nao, any fallen equipments will disappear forever if you stall to retrieve it.

Magic Stats

Magic Damage

  • Damage range that the spell will inflict on the enemy (Before calculating Defense, Protection, and Elements).
  • For Bolt magics, this is calculated by:
    • Bolt Magic min Damage = Spell min damage + Minimum damage enchants*Spell Damage Constant + Wand min damage + Int bonus
    • Bolt Magic max Damage = Spell max damage + Maximum damage enchants*Spell Damage Constant + Wand max damage + Int bonus
  • For Adv magics, this is calculated by:
    • Intermediate Magic Min Damage = Spell min damage + Minimum damage enchants*Spell Damage Constant + Wand min damage/(100-STR Lv)
    • Intermediate Magic Max Damage = Spell max damage + Maximum damage enchants*Spell Damage Constant + Wand max damage/(100-STR Lv)
    • STR Lv refers to Ego Strength Level. This is assumed to be 0 for non-ego wands.
  • The Damage Spell Constants are as follows:
  • Example: If a player had +50 max and +10 min on their gear, then thunder would receive 50 * .6 or 30 more max and 10 * .6 or 6 more min.
  • This effect is amplified by the G13 Int formula, Bolt, and Elemental Masteries.

Magic Balance

  • Magic Balance determines the average damage of your spells.
  • It is actually a hidden stat, and not displayed on the character screen.
  • Magic Balance is determined solely by Int as of the G7 update (Ancient Secrets of Irinid).
  • Magic Balance is capped at 100%.
  • The formula for Magic Balance is as follows:
    • (Int-10) / 4 + 30 + (magic_mastery_correction) + (enchant_bonuses)(spell_constant)[1]
      • Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
        • Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
        • Ignoring any possible enchant bonuses, one can obtain a Magic Balance of 100% with:
          • 290 INT (Rank Novice Magic Mastery)
          • 250 INT (Rank 6 Magic Mastery)
          • 230 INT (Rank 1 Magic Mastery)
      • Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
      • Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
  • Only wands affect the balance of spells; other weapons have no effect on spellcasting.
  • See also: Balance Modifiers.

Defense/Protection

  • Defense reduces damage received by the specified amount.
    • Certain skills ignore the defense stat, but not protection.
  • Protection reduces damage received by that %. It also reduces wounds and Criticals received.
  • Defense is calculated before Protection.
  • Please go here for a more thorough explanation.
  • Note that any monster with 100% Protection will negate all damage to 1.
  • The Defense skill adds to base defense.
  • In G13 the Defense stat is split into Magic Defense and Physical Defense.
    • Magical defense comes from the player's Defense skill and int stat.
    • Physical defense from equips will no longer reduce magic damage.
    • Protection's functions are unaltered.
  • See also: Defense Modifiers and Protection Modifiers.

Status Effects

Status effects are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect.

  • Some status effects that are not evident may not be on this chart; status effects are not limited to what this chart shows.
    • Not all status effects have an icon; you may be put into a status effect without any indication. For example, using the Charge skill will invoke the Charge status effect.
  • All status effects are temporary under normal conditions.
    • Some may disappear during logout or changing changing channels, some, like Potion Poisoning, will not.
Indicator Status Name Effect
Deadly.png Deadly Appears when the player's HP is below 0, but not yet dead. (Next hit will almost certainly kill you.) 0 HP does not show this icon, but the status still applies.
Potion Poisoning.png Potion Poisoning The player has drunk too many potions too quickly. Certain stats are reduced until it wears off.
Poison.png Poison Appears when the player has been poisoned. HP will be reduced until the effect wears off.
Sulfur Poisoning.png Sulfur Poisoning Appears when the player is in the sulfur area near Raspa Volcano. Reduces 2 HP every five seconds as long as the player is there, and continues even during Deadly status. Getting Deadly status will give the title "the sulfur-covered Explorer". The effect will dissappear shortly after leaving the area.
Mirage Missile Effect.png Mirage Missile Appears when affected by Mirage Missile. HP will be reduced constantly until the effect wears off. Minimum HP is 1. Mirage effect can spread to you by other humans/giants/elves whom are infected by this. It can occur even if they arent using PvP mode. In this way, it can even be returned to the sender.
Petrification.png Petrification The player cannot move for 10 seconds.
Dark Knight Disarm.png Dark Knight Disarm Incurs rapid HP loss in transformed Dark Knights (10 hp/second).
Outraged.png Outraged Magical Music effect. Grants the player 100% auto-defend rate for every form of attack.
Weakness.png Weakness Magical Music effect. Failed Outrage effect. Grants enemies targeted by the player 100% auto-defend rate for every from of attack.
Sharp Aiming.png Sharp Aiming Magical Music effect. Archery skill's aim speed increased by 20%.
Fast Casting.png Fast Casting Magical Music effect. Cast time reduces to 70% of original.
Poison Immune.png Poison Immune Cannot be Poisoned.
Stone Immune.png Stone Immune Cannot be Petrified.
Explosion Resistance.png Explosion Resistance Takes 20% from Explosions and will be stunned rather than knocked back.
Stomp Resistance.png Stomp Resistance Takes reduced damage from Stomp. Stomp range increase due to running is void. Close range stomp will not knock the player back.
Mana Reduction.png Mana Reduction Reduces Mana consumption by 10%.
Stamina Reduction.png Stamina Reduction Reduces Stamina consumption by 20%.
Combat 2x EXP.png Combat 2x EXP Receive double the experience gained from killing monsters for a period of time (30 minutes/120 minutes). Status enabled by consuming Combat 2x EXP Potions.
Mana Shield Effect.png Mana Shield All damage consumes Mana instead of HP until Mana runs out.
Elephant Shower Effect.png Elephant Shower Increases elemental fire resistance by a certain amount for 15 minutes. Increases HP by 25, MP by 7, stamina by 7 for the duration of effect on allies only. This happens when one is affected by the Blue or White Elephant's Water Spray skill.
Eclipse of Wings Effect.png Demigod Invulnerability Defense and Protection are greatly increased. Grants the user level 2 of every Passive Defense, Advanced Heavy Stander, and 100% auto-defend melee rate. Loading and loaded skills cannot be interrupted. Damage will consume Eclipse of Wing's EXP. The user must have Awakening of Light as well as Wings of Eclipse active in order to trigger this status.
Attack Speed.png Attack Speed Increases the speed rating of the user's equipped melee weapon(s) by 1 without decreasing stun time.
Very Slow > Slow > Normal > Fast > Very Fast.

Aim speed of Ranged Attacks x 1.15.

Weapon Attack Boost.png Weapon Attack Boost The player's melee and ranged damage is 20% higher.
Fishing Boost.png Fishing Booster Increases your chance of acquiring items that are normally hard to get after using the Fishing Booster Potion.
Mini Potion Effect.png Mini Potion Used. Enables you to go through the Mouse Hole in certain Shadow Missions.
File:Nuadha set.png Nuadha Set Increase Demigod time by 1 minute. Double the damage of Demigod skills.
Cressida watercannon.png Water Cannon Enhance Increases the damage of Water Cannon by 15%
Cressida flame burst.png Flame Burst Enhance Increases the damage of Flame Burst by 15%
Cressida lifedrain.png Life Drain Enhance Increases the damage of Life Drain by 15%
Hebona icebolt.png Icebolt Enhance Increases the damage of Icebolt by 10%
Hebona firebolt.png Firebolt Enhance Increases the damage of Firebolt by 10%
Adonis fishing.png Fishing Enhance Increases the auto- Fishing chance by 10%
Partron refine.png Refine Enhance Increases the Refine chance by 10%
Partron blacksmith.png Blacksmith Enhance Increases the Blacksmith chance by 10%
Belmont metallurgy.png Metallurgy Enhance Increases the Metallurgy chance
Birnam charge.png Charge Enhance Increases the damage of Charge by 10%
Bohemian magnum.png Magnum Shot Enhance Increases the damage of Magnum Shot
Bohemian support.png Support Shot Enhance Increases the efficiency of Support Shot
Thames smash.png Smash Enhance Increases the damage of Smash
Thames down.png Assault Slash Enhance Increases the damage of Assault Slash
Trinity healing.png Healing Enhance Increases the efficiency of Healing
Dust trails behind the character Charge Accelerates your character to four times the normal speed at an enemy. Any other speed boosts will be factored in. Status is canceled when another skill is used.
Enemy stops attacking normally after using Sand Burst on them Blindness Blinds opponents and immobilizes or discombobulates them. Status is cancelled on the next hit.
Many glowing electric arcs emanate from the sprite High Voltage Stuns nearby enemies around whatever Shock is casted on for 5 to 30 seconds (depending on Shock rank). Effect ends immediately when Play Dead is used or when the host dies.

Notes

  1. http://mabinogi.wikiwiki.jp/index.php?%A5%B9%A5%AD%A5%EB%2F%CB%E2%CB%A1%2F%A5%C6%A5%F3%A5%D7%A5%EC#n34bb9c8
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