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Old 02-27-2008, 10:20 AM   #1 (permalink)
Tolinar
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Default Neither 10 Nor 17: The Secrets of Choosing What Age to Birth At

Somewhere along the line, people got the mistaken idea that you could only start to exist at age 10 or 17.

The truth is, there are 8 ages you can start from, and a few SECRET AGES you can level at.

Why would you?
GOOD QUESTION. Read on.


SKILL VS. STAT

Raising your skill level is of course important. This is why so many people claim you should birth and rebirth at level 10.

However, Mabinogi has some ... interesting rules which apply at all times.

1. When you rebirth, you can lose your stats back down to lowest level.
This rule is especially important. It means we can go back and fix stat problems we used to have.

2. Whenever you level at an age, you get a fixed stat bonus based on how old you were. This is equally important. Almost everyone will level 10 times from level 1 in their first week of play. It's easy to collect 20 to 30 levels, and hardcore players may cap 40 inside that week. This increases how much EXP you "push through" that level, and has heavy influence on your stats!


So what is the best policy? It depends on your strategy.
A character can be rebirthed after just 21 days -- after 3-4 years of levelups.

This means a 10 year old could be rebirthed at 13. Is it a good idea? Maybe, you'll see.

You can also keep a character at level 1, until it becomes very old -- and THEN raise its level. Why would you want to? Read on, and find out.

THE SHORT ANSWER - Age Recommendations

These rules STRONGLY apply to a character's first birth. They more loosely apply to a character's births beyond that.

To BOOST a character's age, and increase the AP at an older age, just make the character on a Friday evening, and start playing it the next day. It will age-up overnight and you will be able to use the better stat gains along with extra AP.

BOOSTING is more effective at younger ages, when an Age Up will result in a big lump gain of AP. It's not so effective at middle-to-old ages, when you won't get much AP difference.


THE FIRST BIRTH
Age 10 is best for Pure Combat players, since it provides high LUCK. You will Crit more often, and produce more LUCKY finishes with Age 10.

Age 11 is great for Combat-oriented players who want to use some crafting, and are willing to give up a little Critical to get it.

Age 12 is great for Crafting-oriented players.

Age 13 can be good for characters who want to do a little of everything, and are more interested in Magical Combat than Physical Combat.

Age 14 is interesting since it gives you a running start on magic, but the AP loss is getting heavy. Also, you cannot BOOST Age 13->14 since you will not get those good stats. A pureblood mage would do okay at 14, or an enchanter, but most magic-heavy characters want to start at 10 for the extra AP.

Age 15 is pretty expensive AP-wise, but you can BOOST from 14 to get 8 starting AP instead and cancel some of your losses. If you want to learn magic, you plan to rebirth soon, it's your first birth, and you don't care about crafting... Boosted Age 15 is a fine start.

Age 16 means you get less HP and more MP. If you want to play a more fragile character, and are willing to spend an AP or two, go here. You can boost for 9 AP.

Age 17 gives you a strong gain to your INT. BOOST 16->17 will start you with 9 AP. If you plan to play 17, you definitely want to do that, and level really hard that first week. Mostly, Age 17 is good for a first exploration of the game, since you get a pool of AP to spend right away, and good starting stats to play around with. Most players will check the game out, then delete their 17-year old and start over in a couple days. That's exactly what I did.


REBIRTH

Be sure to time a BOOST anytime you rebirth. Just rebirth last thing on a Friday night, and you're set. It will help buffer off the AP loss of using a higher age.

Ages 12 and 13 should mainly be used if you play more than 2 hours a day. If you only play occasionally, rebirth at 10 to get more AP.


10 is right, again, for Combat Oriented characters who want high LUCK.

11 is still a very good idea for Combat+Crafting, and I recommend doing a BOOST 10->11 for lossless play...

12 is great for Crafting-Oriented. Be sure to Boost.

13 is good for Magic+Crafting. Boost, boost, boost.

14 and older are wasteful because you just lose SO many AP, and you don't really benefit from BOOSTING 13-to-14.


AGING A CHARACTER

Letting a character get older from 10 is the very best way to get a strong mix of AP and stats.
But this is boring and it means not playing the game.

So use it on an alternate character.

You can make a very powerful mage by Aging it to 20 or 21 before leveling. You want to do this with almost all your magical skills mastered, because the rebirth and aging is a huge investment of time. The result will be extremely high INT and MP.



MORE DETAILS
Read below.

Last edited by Tolinar; 03-23-2008 at 08:41 AM.
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