==Paul's Pure Mage Guide/FAQ==
This guide is merely a guide and FAQ for those who wish to start off with mainly Magic and related skills.
iii. Getting Started
a. Making the Character
b. Starter Bolts
c. Skill Ranking
In this game, there are 3 main skills types, Melee which holds all the physical related skills such as Smash and Range, they're skill icons are red, there are Life Skills which is composed of what its basically called, Life Skills such as cooking, music playing, etc. Life skills have yellow icons. Our last main type of skill is magic which composes of skills that are magic related and usually related to INT or MP, not saying that the other classes don't need the two stats though. Magic skills have a blue icon. This guide will be basically about the Magic Type skills.
Magic is quite different in Mabinogi than it is in many other games. In this game, you must basically charge your Magic Spells / Bolts then you can fire them after they are charged, while as in many other games, you simply just press the skill hotkey for the skill and the skill just activates using some MP like Maplestory or some games may have cast time but you may not hold it or change targets such as Trickster. Depending on which Magic skill you are using will change the outcome of what happens.
The list of Magic skills with a basic description and how to get.
Icebolt - Shoots small shards of ice at the enemy. For every charge, you can shoot an Icebolt. (I.E. 4 Charges = 4 Icebolts) This skill can only target 1 monster at a time and you may change targets after usage of one of the charged shots. When the player is knocked down, the player will lose all charged bolts unless the skill is rank 1, then the player will only lose 1 of the charged bolts.
How to get : This skill can be obtained by finishing the "Hunt 5 Black Wolfs" quest or you may simply buy the Icebolt Skill Book it from any Magic Related NPC.
Firebolt - Shoots a mini fireball, or so you could call it, at a monster. For every charge, the Firebolt charge gets bigger and will do more damage. This skill may only target 1 monster and has no splash range. Firebolt will always knockback a monster. (Unless it’s Glas/Baol or related). When the player is knocked down, the player will lose all 1 of the charged bolts but if the skill is rank 1, the player will lose none of the charged bolts.
How to get : Buy the Firebolt Skill Book from any Magic Related NPC.
Lightningbolt - Shoots a small strike of lighting at the targeted monster. When Lightningbolt is charged multiple times, and shot, all the charged bolts shall be fired without consent at the clicked enemies and Lightningbolt will hit more targets if nearby when charged multiple times, but the more charges you have, the less damage it will do. If you only hit 1 monster with multiple charged Lightningbolt, that monster will be knocked back. When the player is knocked down, the player will lose all charged bolts unless the skill is rank 1, then the player will only lose 1 of the charged bolts.
How to get : Buy the Lightning Skill Book from any Magic Related NPC.
Heal - Heal is not an offensive skill but Heal is still a bolt. When used, the player will cast all 5 of the heal charges at once and each bolt heals a fixed amount. If the player uses Heal on him or herself, they player will also use stamina in the process but if the player decides to heal someone else, the player does not use any stamina. Heal may be used on any player whether or not if your in a party or not and on certain animals such as Hens and Sheeps. When this skill is used, your Defense will increase as long as you have a charge on.
How to get : Buy the Healing Skill Book from any Magic Related NPC.
Ice Spear - n/a
How to get : Ice Spear Book / n/a
Fireball - Can only be used with a Firewand. Shoots a large fireball at the enemy at a very slow rate and will not follow the enemy rather hit the location it was at. The skill itself is has quite a large range. When the fireball hits the ground, the explosion and anything in it will be heavily damaged. This skill can only be used when all 5 Fireball Charges are charged and cannot be fire if there are 4 or less charges. You may not move when you are using this skill. If the player hits multiple monsters and does not manage to kill the monsters, all the monsters that were hurt by the Fireball will aggro the player and go after him or her. Fireball ignores protection rate.
How to get : Completing the Fireball Skill Book/Quest obtained from Stewart at Dunbartons School by equipping "the Noob Elemental Master" title and talking to him about "Skills".
Thunder - Can only be used with a Lightningwand. Shoots a large strike of lightning that is very thick compared to Lightningbolt and then bolts of thunder from the sky strikes the enemy.Thunder will hit more targets as well as strike with a Lightningbolt from the sky more with more charges. This effect can be increased by ranking the skill. You cannot move while you are using thunder.
How to get : Completing the Thunder Skill Book/Quest obtained from Stewart at Dunbarton School by equipping a Lightningwand and talking to him about "Skills". You must complete a small item quest first which is simply to get a book from the library.
Party Heal - [Never bothered to get so no info on it at the moment]
How to get : Equip a Healing Wand.
Non Bolt Magic Skills
Magic Mastery - This skill simply increases your MP at lower ranks and will increase INT as well when higher rank.
How to get : Quest from Lassar NPC in Tir.
Meditation - Increases the recovery rate of MP. The play may not run if the skill is activated unless the player has a Wand equipped. You may ignore this rule by clicking the location of where you want to go then activating the skill and repeat for each movement.
How to get - Equip the "Noob Elemental Master" title and talk to Stewart and he will give you it for free. Buy the Meditation Skill book from any Magic Related NPC.
Enchant - Increases rate of extracting enchants from enchanted equips through enchant burning with a Campfire. This skill does not increase success rate of Enchanting other than the INT given for ranking the skill.
How to get - Equip any kind of "Magic Powder".
Not released yet so no information needed at the moment.
iii. Getting Started
a. Making the Character
When creating a character, one thing that may affect you big time is the Age you chose. Young age characters gain a small amount to no INT at all per level as older characters gain quite a lot per level. But if you Rebirth every 3 weeks then the youngest age would accumulate more AP which is more useful than some INT that will be reset if you Rebirth.
If you can not rebirth ever, one method I recommend is that you create your character then wait till a certain age where he/she will start gaining INT per level then start leveling him/her. I recommend this method because this way you will get the extra AP from the younger characters when aging which a lot compared to the older characters when aging,
If you simply cannot wait that long and simply want to play, I would recommend the youngest age where the character will get INT by leveling. Even though it may be less INT per Level than the very old ages, having a bit less INT will not affect your damage greatly, what will affect it is the Skill Rank which you should be able to get higher due to the fact you accumulated more AP by rebirthing younger and aging.
The question basically is, do you want INT or AP?
b. Starter Bolts
Now, after you decided you characters age/gender/etc, you start off in Tir. You might be thinking something like... "Now I need a magic skill." Well you don't yet. I recommend you simply just do the given quests using the Melee skills given until you reach the point where you get the "Hunt 5 Black Wolfs" quest where you can get Icebolt skill for free, unless Icebolt isn't the skill you wish to be using as your main skill?
You may simply just buy Fire or Lightningbolt skill books from Lassar in the Tir School down southwest in Tir. I would recommend just staying with Icebolt for starters. Why? It's simple and easy to handle since it doesn't consume a lot of MP at lower ranks so you can save some money in the beginning. If you don’t want to get Icebolt, then I would recommend Lightningbolt over Firebolt because Firebolt is the slowest out of the 3 bolts. Firebolt may be the strongest when fully charged but charging it 5 times would require time and in a dungeon, you won’t be able to just stand there and charge 5 bolts. Lightningbolt may seem bad but it is actually the strongest out of the 3 when it comes to Single Charged bolts, its damage isn’t exactly balanced but that solves its own problem later on.
But, it is your character, so you may simply chose whatever bolt you wish, you may even rank two or even all three of them. I recommend to have at least rF of each just so you can knockback with Firebolt, use Ice/Lightningbolt to lure monsters/attack and to get the "Noob Elemental Master" title which can be used for a few things including skills, books, and enchants (there is a enchant which if you have the title on, you get a certain stat) and the title could help a bit MP wise, even if it wasn't much.
After you got your bolts and figure out which you wanted to focus on first, since you will in the end be maxing then all, this is simply where you are free to do what you want now. Dungeon, go level, finish the remainder of the quests, start G1 Mainstream, etc.
c. Skill Ranking
Ranking what skill is all up to you, the player. But there are some recommendations for when to stop or to get a skill to.
Even though this is a Pure Mage guide, there are some skills recommended that aren't magic related to rank.
Critical Hit - This skill is much wanted since it can easily double your damage but it isn't required to be highly ranked up very high. If you have the AP, rank 9 would be recommended. Also note that CRIT rate of weapon equip does not affect success rate of Critical Hit for Magic Related skills, the chance of a Critical Hit for Magic Related skills is based on your Will/Luck. (Not sure about +crit enchants yet)
Counter - Get Counter to rC because anything lower will amazingly use 2 stamina per second as rC uses only 1.
Magic Mastery - Get this skill until to the point where you are required to use 2 AP per rank. It’s simply a skill that is easy MP for the first few ranks which is simply 1 AP for 10 MP.
Icebolt - If you want to be an Icebolt user but also want to focus on another skill for a while so you want to pause on ranking it, r9 is highly recommended because at r9, the required amount of time to cast is lessen which is very helpful. Although MP usage will increase.
Lightningbolt - If you want to be a Lightningbolt User but also want to focus on another skill for a while so you want to pause on ranking it, r5 is recommended because at r5, the required amount of time to cast is lessen which is very helpful. MP usage will increase greatly and AP is very costly. But it charges as fast as r9 IB and it has longer range than it as well.
Music Theory - This skill gives you 5 INT per Rank and only cost 1 AP per rank! At rank A, you can complete a Music Theory Quest which gives you 5 AP! That means you only spent 1 AP for 30 INT!
Potion Making - This skill isn't required but it's nice to have. When you run out of potions and just happen to have Mana Herbs and Base Herbs, you can simply just make potions. And, this is the only way to get MP100 Potions other than buying them and later on... MP500's. As for when to stop ranking this, stop when the success rate is 90%+
Herbalism - So you got Potion Making, but is Herbalism worth it? Well, you can still pick mana herbs without even having rank F Herbalism but really low success rate.
Other INT Related Skills - Not needed for now but many other Life Skills increase Int.
INT is basically a sub damage increase. It isn’t as important as you would want it to be and the damage increase is surprisingly not too noticeable. Increase INT although is amazingly easy just by ranking Bolt skills.
There are many ways to get INT as well.
-Rankings specific Skills
-Leveling at older Ages / Aging
-Enchanted Equipments (Check Enchant section below)
-Food which can give permanent INT until a Rebirth or temporarily INT
-Pets which provide INT Companion Bonus
-Certain Books which will provide no skills or anything of relative but will give +1 INT (1 time use) permanently when read successfully.
You might think, "Oh, I'm a mage! I need to dress like one!" Well... you don't just dress any way you want. In Mabinogi, there are no specific "Class" so you can wear pretty much anything you want to. But there are "Races" which some have their clothing only.
Only things that might affect the way you dress is the enchant requirements. Such as there is an Accessory combination which can be very helpful for mages but Accessory cannot be worn when wearing Heavy Armor and only 1 can be when wearing Light Armor.
One thing you may want as a Mage though, a Wand. The wand you chose will depend on which Adv Spell you wish to focus on. You can always get all of them though. But one thing to note is that when you unequipped a wand, your MP drops to zero and you have to wait or use a potion to regain it back.
Enchants are basically a magical scroll that give effects to equips. There are recommended enchants for Magic Skills as well. Such as INT related.
List of Recommended Enchants from Paul:
Scale Level- * = Very Easy to get, ***** = Very Hard
Note that I only have the total INT regardless of required stats/skills
Honorable Prophetic Wooden Blade 23 INT = ***
Honorable Wizard Wooden Blade 32 INT = *****
Honorable (Famous) 12 INT = ***
Aquarius 10 INT = **** (just because its Nao 20th Gift only)
Honorable Aquarius 22 INT = ****
Prophetic Wizard Hat 11 INT = **
Intelligent 1~2 INT = *
Considerate 2~3 INT = *
In Mabinogi, you are given the choice to equip a Title on that can boost your stats. Depending on what title will affect the stats. There are recommended titles as well for Magic Type users. Here is a list of some recommended INT titles.
the Reborn - STR +6, INT +6, DEX +6, WILL +6, LUCK +6
Obtain by Rebirthing.
the Succubus Slayer - INT +7, MP +8, HP -10, STAM -2
Obtain by Defeating a Succubus. Any Succubus will count.
the One Who Saw the Library Ghost - INT +10, MP +20, HP -20, Will -10, Luck -10
Obtain by visiting the Library inside of Dunbarton's Magic School at Midnight InGame time with a Scary Library Pass bought from Stewart NPC.
the Wise - INT +20, DEX +10, STR -15
Obtain by Leveling with 200 or more INT. Does not work count if level'd with Spirit or Order or Soul of Chaos activated.
who Seduced a Succubus - MP +10, INT +20, DEX +20, LUCK +20, DEF -5, PROT -5
Obtain by successfully using Chaos Control during the activation of Soul of Chaos.
the Elemental Master - MP +20, INT +20, DEF +3, STR -10, DEX -10
Obtain Fireball, Thunder and Ice Spear (Not possible in NA Server yet.)
the All-Knowing - INT +20, DEX +20, WILL -30, HP -5, MP -5
Obtain by reaching age 30.
the Old - INT +35, DEX +10, WILL -40, STR -5, HP -10, MP -10
Obtain by reaching age 40.
There are many techniques that you require Magic Bolts. This part will list and describe a few.
This is the most basic Magic Skill related Technique which is pretty obvious. You simply use a Magic Bolt then Counter and repeat. I highly recommend you use Magic Counter with Ice or Lightning Bolt and not Firebolt. My reasoning is because when you hit a monster with Firebolt, it changes its AI (artificial intelligence) to tell it to do something other than run and attack you... maybe, stand around or walk in circles which will cause you to waste an extraordinary large amount of Stamina due to the fact that a rF/Novice Counter uses a lot of stamina. Using Ice or Lightningbolt on a monster will cause its AI to usually tell the monster to "go after the attacker with melee". I would only recommend to use Firebolt when the monster has Mana Refractor and is fast. Such as a Gorgon. If it has Mana Refractor but is slow, try the Fire Lightning/Icebolt Counter Method which is listed below.
Personally, I would say this method is kind of lame since all you simply do is spam Firebolt since its 100% chance to knockback. But if your Firebolt is slow, which low ranks are, you might just not charge fast enough and get killed.
Fire Ice/Lightning Counter
There are many monsters that have Mana Refractor which mean they wont be stunned and magic related skills will do minimal amount of damage. When this happens, you cannot stun them with Ice/Lightningbolt so you have to knock them back with Firebolt. As explained above, knockback usually changes AI of a monster so that’s where the Ice/Lightningbolt comes in to cause their AI to come at you where is when you use counter.
This method works best on normal-slow monsters like Succubus or Ogre Warriors.
This is similar to FireSpam but there is a difference, the only time the monster will ever move is when you knock it back, using Lighntingbolt at r5 or Icebolt r9 can make this method very successful since if you are using them are the listed rank, you can attack/charge fast enough for the monster to not take a step
This can be done with other skills too other than Magic Bolts but Magic Bolts are one of the easist other than Ranged Attack to do this. You simply hit the monster using a skill before it fully charges it's skill and the skill will be locked. If you do this on a monster that uses Defense or Counter, they will no longer attack you since Defense and Counter does not attack. This will be canceled if you hit the monster while its locked. Hits that knockback will not lock.
This method is quite risky. I do not recommend it for low rank Thunder users nor low rank WM users. At least r5 WM with decently high Thunder rank. You simply charge Thunder while in the WM animation. This is a reason why Thunder is special compared to the other Offensive Magic Bolts, it can be charged during WM. But there is a problem with it, Thunder's charge time is quite long so if the skill is low rank'd, high chance this method is going to fail. The reason i say to get r5 WM is because if the increased range. If you can hit them from further, that means they'll be further than if you had a r6~F WM therefore more time, even if it is only .5~1 sec.
This isn't really a technique but more like a warning. If you hit a monster as it is flying and lands onto the floor in a bad position (such as a skeleton laying on the floor or a wolf lying down on its side) you will unflinch it stopping its "get up" animation and it will head directly to you if you used a Ice or Lightning Bolt. If it was a Firebolt, the "get up" animation will still be skipped but there is a chance it may not run to you since you are still knocking it down. It'll simply be as if it had Mana Refractor for that one hit.
High chances are that i will not be adding anything or much anything related to Elfs due to the fact that i have zero experience with them.
Also, feel free to post some stuff im missing, such as the combinations of enchants and methods and so on.
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