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Category:Mainstream Quests
- For the talent-specific quests, see Category:Skill Quests.
Basic Information
Mainstream Quests, or Generations, are special quests that follow the storyline of Mabinogi: Fantasy Life. They are divided by Chapters, each one consisting in a different story arc.
The storyline is identified by specific Quest Tabs from the Quest menu:
- Chapter 1: Advent of the Goddess
- Chapter 2: Iria
- Chapter 3: Alchemist
- Chapter 4: Shakespeare
- Chapter 5: Saga
- Chapter 6: The Divine Knights
- Chapter 7: Apocalypse
- Chapter 8: Winds of Fate
General Advice and Common Knowledge
- The Storyline tabs disappear when you no longer have quests in them.
- When awaiting the delivery of the next quest in a sequence, avoid camping indoors (such as Lassar's or Stewart's offices), as these won't be reached by the delivery owls.
- The Avon Feather and Current Compass may be used to transfer players to Avon and Scuabtuinne respectively through the use of Partners and carriages.
- It is advised that you do not bring an entirely new player to Scuabtuinne, since the introductory cutscene will only play once.
- The rewards of the following generations are advised to be obtained as low a level as possible because their skill rewards obtain skill training by leveling up:
- Generation 2: Paladin or Beast or Falcon
- Generation 10: Demigod
- Generation 11: Shadow Spirit
- Generation 12: Wings of Rage & Wings of Eclipse
- Human players can become Dark Knights after Generation 3: Dark Knight and clear the corresponding Sidequest. Dark Knights cannot revert to Paladin form. This is a permanent change.
- Keywords obtained from generations are lost or replaced after their corresponding objective is complete.
- Any player who is on a part of a quest that is not a role-play (RP) may share that mission; it will be completed for both, regardless of the mission's difficulty.
- There are a few exceptions, like in Generation 1 Find the Black Orb quest. It must be done per player, since it only gives one orb.
Mission Types and Bonuses
- All missions are by default Shadow Missions unless they are otherwise said to be Theatre Missions.
- This includes missions that at no point involve the Stonehenge.
- You can use Shadow Crystals to increase the Experience and Gold reward of Shadow Missions that do not otherwise say they are Theatre Missions or Dungeons.
- These cannot be used on the final mission of any generation, and it cannot be used on generation missions taking place at Shadow Tara Rath Royal Castle or its Underground Waterway.
Moon Gates and Travel
- Make use of the Fast Travel methods and collect all the Moon Gates and Mana Tunnels ; Generations often require you to travel from point A to point B repeateadly.
- Rebirth will not remove memory of the tags.
- Ceo Island comes pre-memorized.
- To tag, click on the gate. You do not have to actually use it.
Regarding Failures
- Opening the boss door of Chapter 1's Dungeons after the Party Leader has left in some way will automatically result in a failure cinema, and all party members will be forcibly booted from the dungeon.
- Attempting to clear Chapter 3's Shadow Missions after the Party Leader has left in some way will automatically result a failure once all objectives are completed.
- If you somehow fail a Dungeon involving a special pass or a Shadow Mission, simply talk to the NPC who gave you the pass or entry to the instance. If a Keyword was issued while receiving the pass the first time, speak to the NPC using that keyword.
- Missions and Dungeons with NPCs typically will not progress if the NPC whom is on your side dies.
- This is generally untrue for Chapter 7.
Special items to own to speed up quest process
Some Generations will require you gather certain things in order to make the story progress. These can be gathered in advance to save some time.
Chapter 2:
- 17 Sulfur Ore
- 10 need to be delivered to Arenen in Generation 8.
- 7 are required to craft Irinid Ballista Bolt
- 10 Flint need to be delivered to Belita.
- They do not have to be mined, and can simply be bought from Kelpie nearby.
- Rank B or higher Taming Wild Animals, as many animals are required to be tamed during the questline.
- A finely restored Fossil and a Ruby (any size)
- A Snow Crystal
Chapter 3:
- 7 Ice Spear Crystals are required to proceed through Generation 9.
- A Suit for Alchemist-in-Training is required to proceed through Generation 10.
- Any Ancient Book piece, to donate to Arzhela in Generation 11.
- The Aspiring Sailor title is required to proceed through Generation 12.
Chapter 4
- One Milk is required for Generation 14.
Chapter 7:
- G22:
- One of either Scissors Glove, Rock Glove or Paper Glove
- Strawberry Milk x1
- Chocolate x1
- G23:
- One of each of the following: Gray Reindeer Hoof, Black Ice Worm's Scale, Black Buffalo Fur, Venomous Rock Scorpion Venom Sac, Black Armadillo Claw, Red Horn Cobra Scale
- G24:
- Paper Crane (x1000)
Chapter 8
- G26: Large Mythril Nail x5 and Sturdy Loop x3
Storyline Selection
The Storyline selection window lets you view your current progress on a mainstream quest. It lists the required conditions in order to be able to start a Chapter, or a Generation.
Generation Replay
- See Generation Replay for more information.
Story Roadmap
- To progress through the mainstream story in order, go through the chapters one at the time, left to right, from top to bottom.
- After clearing a generation, work on any sidequests that are directly under it if applicable before moving onto the next mainstream story.
- The sidequest Remove the Moon Stone Debris in chapter 7 is entirely optional and does not provide much story information relevant to the main plot.
- Scripts of the contents of the mainline quests can be found here.
- Some storyline contents, namely Arcana and Stardust, can be done out of order and will take in account your story progress.
Difficulty
- Dungeons in Chapter 1 and 2 will never be level-based.
- The dungeon difficulty of the missions involving dungeons in those chapters stays the same as it was before the New Dawn For Dungeons update. Monsters have notably a lot less HP and the dungeon length is shorter in most instances.
- Mission and dungeon difficulty that depend on the player's cumulative level are as follows:
- Basic: 1-99
- Intermediate: 100-299
- Advanced: 300-999
- Hard: 1,000+
- Missions and Dungeons in Chapter 3 and beyond have difficulties that are either fixed or based on the player's cumulative level, depending on the generation.
- Difficulty for dungeons of said chapters will vary. On occasion, it will be based on the Mission difficulty milestones where, depending on your total level, you will get the Basic or Intermediate versions of the dungeon with altered numbers of rooms. It may also have its own milestones rather than the barriers between different difficulties in Shadow Missions.
- From Generation 20 and onwards, all missions have a single, fixed difficulty and set HP for all common monsters.
- Some parts of Chapter 7's difficulty rely on your overall performance in select quests.
Changes
- Since Generation 16 Season 2, Elves and Giants instead do Generations 1 through 3 and have their own version of 2 and 3.
- For Humans who did Chapter 1 prior to the Generation 16, Season 2 Update, they may do the newer version of Chapter 1 by speaking to Lorna.
- As of Generation 17, Chapter 3: Alchemist and Chapter 4: Shakespeare does not require a Talent level to enter the shadow missions nor dictate their difficulties. Instead, difficulties are fixed at either Basic, Intermediate, or Advanced depending on the Player's Cumulative Level.
- You may also choose to start some mainstream quests further in a Chapter than one before. For example, you can start Generation 10 before Generation 9.
- However, you cannot start every mainstream first, such as Generation 12 before 10.
- You may also choose to start some mainstream quests further in a Chapter than one before. For example, you can start Generation 10 before Generation 9.
- As of Dungeon Guide System update, the total level requirement to start Chapter 7 was lowered from 5,000 to 3,000.
- Some quest requirements have also been made easier, like not requiring a S'more anymore for Generation 22.
- As of the Masterpiece Season 1 patch, Suntouched Pieces, Frostbitten Pieces and Stormcharged Pieces, obtained from Exploration, are not required anymore to start Generation 7.
Trivia
- The selection image for Generation 1 shows an earlier design for Morrighan, that can also be seen in early material and footage
- Prior to the Generation 16, Season 2 Update, Elves and Giants could not do Chapter 1. Instead, they had the Falcon Quest and the Beast Quest.
- Generations 4, 5, and 6 were the release of Rano, Connous, and Physis.
- While they were released separate overseas, NA got all three at once in a patch titled the Pioneers of Iria.
- Speaking to Duncan with a certain cumulative level was the first method introduced for skipping generations.
- Saga and The Saga: Iria II are the first repeatable generations and are not strictly referred to as a 'generation'.
- Their release is also unique: it consisted in one episode per real-time week.
Prior to the 2022 Masterpiece update, the Storyline Selection system worked differenty:
- It was the main hub where players could replay Generations 17 and 18: The Saga - Iria I and II.
- Other generations could not be replayed.
- When a character progressed through a generation, the progress bar went from gray (Not begun) to red (In progress) to yellow (completed)
- The yellow bar adjusted to show the player's progression accordingly to their progress until the red bar was entirely gone.
- This progression bar did not show up for chapters 1 and 2, for an unknown reason.
- The yellow bar adjusted to show the player's progression accordingly to their progress until the red bar was entirely gone.
- Despite mentionning a total level of 600 being required to start Generation 19, in the North American servers this requirement was set to Total Level 20.
Gallery
Gallery
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Pages in category "Mainstream Quests"
The following 42 pages are in this category, out of 42 total.
G
- Generation 1: Advent of the Goddess
- Generation 2: Paladin
- Generation 3: Dark Knight
- Generation 7: Ancient Secrets of Irinid
- Generation 8: Dragon
- Generation 9: Alchemist
- Generation 10: Goddess of Light
- Generation 11: Sword of the Gods
- Generation 12: Return of the Hero
- Generation 13: Hamlet
- Generation 14: Romeo and Juliet
- Generation 15: Merchant of Venice
- Generation 16: Macbeth
- The Saga: Iria
- Iria: Episode 0 - Prequel: Shamala and Nightmare
- Iria: Episode 1 - Fate's Origin: The Demon
- Iria: Episode 2 - Hero's Return: The Trap
- Iria: Episode 3 - Waking Nightmare: The Chase
- Iria: Episode 4 - Mystic Training: The Ritual
- Iria: Episode 5 - Proud Heritage: The Battle
- Iria: Episode 6 - Demon Night: The Truth
- Iria: Episode 7 - Heroic Path: The Choice
- Iria: Side Story: NPC Commentary
- Iria: Episode 8 - Holy Land: The Sacrifice
- Iria: Episode 9 - Fate's Design: The Stand
- Iria: Episode 10 - Divine Fury: The Advent
- The Saga: Iria II
- Iria II: Prologue - Aces
- Iria II: Episode 1 - Merlin
- Iria II: Episode 2 - The Missing
- Iria II: Episode 3 - Pursuit
- Iria II: Episode 4 - The Black Book
- Iria II: Episode 5 - Dian Cecht
- Iria II: Episode 6 - Ritual and Sacrifice
- Generation 19: The Divine Knights
- Generation 20: The Gate of Sanctuary
- Generation 21: The Guardian's Path
- Generation 22: Apocalypse
- Generation 23: Tempest
- Generation 24: Ascension
- Generation 25: Eclipse
- Generation 26: Winds of Fate