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Advancement Test Hall/Act 4: Rising Action

From Mabinogi World Wiki

Description

Rising Action Dan1.png
Rising Action Dan2.png
Rising Action Dan3.png
Use Rising Action to deal as much damage to monsters as you can within the time limit. A higher score will result from using this skill to make ranged attacks on surrounding enemies. As the test rank increases, stronger monsters will appear and you will need a higher score to pass the test.

Equipment

Points

  • 80 Points: Attack 4 or more enemies with Rising Action
    • +120 Points: Attack 6 or more enemies with Rising Action
  • -1000 Points: A Marionette dies
  • -2000 Points: The Player Character dies

Test Spawn Patterns

Waves

Waves

Waves

General Tips

  • Your Puppetry and Close Combat ranks will carry over into the test, so having higher ranks would be useful.
    • The test is made easier by having a high rank in both Pierrot Marionette and Colossus Marionette as the two do not share a health bar.
      • Players have 20 Marionette 100 Potions and 20 Fine Marionette Repair Sets. While HP, MP, and Stamina potions drop from defeated enemies, Marionette supplies do not.
      • If a marionette falls unconscious, it will be automatically revived in 10 seconds. This timer will only start if the Marionette is out, and resets if unsummoned.
  • There is a small highlighted circle that moves around the arena every time it's activated.
    • Having either a Marionette or the player character step into the circle will reset the player's Rising Action cooldown.
  • Understanding Puppetry skills is vital to the success of the test.
    • Rising Action uses the player's location as the center of the attack, not the Marionette's.
    • Movement will move the Marionette while controlling them unless the player uses the Left Shift key or if the character and the marionette do not maintain a distance of approximately 3m.
    • Control Marionette can be used to leave the Marionette in the center of the room while the player picks off straggler Goblin Hunters.
    • Switching between Pierrot and Colossus will reposition your Marionette and drop aggro from it.
  • The Goblin Hunter family of monster inflict poison; Marionettes are immune to it, while you are not.
  • Points are not received for defeating enemies; players should make use of the fact that the Goblin enemies all spawn at the center to score points at the start of a wave and then freely take out any remaining stragglers.
    • Wire Pull is effective for clearing distant enemies.
    • Windmill is effective for clearing groups of enemies.
  • Using Act 9: Invigorating Encore may be desirable for it's skill load reduction and increased puppet damage.
    • Players may wish to use Act 6: Crisis when possible to more quickly prepare Act 9.
    • Players should remember that the Pierrot and Colossus do not share a Spirit Gauge.
  • Players can disable names and chat using Ctrl+N to improve visibility of enemy skills.