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Instill Thunder
Description
Elemental Instillment is a practice core to the identity of Elemental Knights. These martial invocations imbue a warrior's weapon with a variety of special effects, including a level of the instilled element, increased damage, and enabling spells to be readied while fighting. Imbuing one's weapon with lightning-elemental energies grants normal attacks the ability to ignore an enemy's Defense and Protection and partially negate the effects of the Heavy Stander effect, as well as speeding the casting of lightning magic and adding 5% of Max Damage to the caster's Magic Attack. The spell being readied during combat can be cast with Ctrl + Right Click. Spells cast in this manner are unaffected by the equipped weapon's Piercing stat, and their charge time cannot be reduced below 50%. The more adept one becomes at instilling an element, the faster the process will be, until it can be performed almost instantaneously. A small amount of MP and Stamina are required to maintain an Elemental Instillment. |
Details
- While the instillment is active, allows the wielder to charge Magic skills (excluding Blaze and Cleric skills) while being able to freely move and use Close Combat skills simultaneously while equipped with a close combat weapon.
- Magic cast while instillment is active will not take Piercing from the user's weapon into account.
- All magic cast via instillment will automatically charge up to the maximum casts available and be ready to cast afterwards. This appears as a smaller icon next to where the charging skills are normally seen.
- Magic skills charged with this method will not be interrupted or lose charges if the user is knocked back/knocked down.
- Compatible magic skills used after a Snap Cast will be loaded normally instead of being side-loaded.
- Ctrl+right-clicking the target will move the side-loaded magic to the primary loaded skill and fire it at the target. Pressing the same magic skill again will instead move the side-loaded magic to the primary loaded skill without firing it.
- During this time it is possible for the loaded magic skill to lose charges or be cancelled if the user is knocked down before successfully casting the skill.
- Magic skills that would restrict the user's movement while loaded such as Hail Storm will not allow you to move after it has become the active skill unless Spellwalk is also active.
- Increases the casting speed of Lightning magic.
- Increases the user's minimum and maximum damage while the instillment is active.
- Converts 5% of the user's Max Damage to Magic Attack when attacking with Lightning magic.
- Normal attacks will ignore a set amount of the target's Heavy Stander ranks and inflict increased stun, as well as ignore a portion of the target's Defense and Protection.
- The Defense/Protection-ignoring effect should not be confused with Piercing, and is not subject to the 9 Piercing Level cap.
- The skill ignores Heavy Stander on the basis of ranks, not level. The exact amount of auto-defense and damage reduction ignored will depend on the target's original rank of Heavy Stander.
- While active, MP and Stamina will be slowly drained.
- Automatically de-activates when out of mana or stamina, and on death.
- Does not deactivate when switching out of a close combat weapon, however the effects will not apply without a proper weapon equipped.
- Applies bonus effects to Elemental Knight skills when active:
- Dynavolt Smash: Increases the width and length of the attack.
- Shattering Windmill: Inflicts Electrocution on all targets, dealing damage over time.
- Blazing Assault Slash: All affected enemies will be pulled to the targeted area.
- Instilment will apply to any Close Combat Weapon equipped after activating the skill. It can be replaced by a different Instill skill or turned off.
- A Link 10 Elemental Knight can activate all 3 Elemental Instillments simultaneously.
Summary
Rank | N | F | E | D | C | B | A | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Required AP | - | 0 | 7 | 9 | 11 | 13 | 16 | 26 | 31 | 36 | 41 | 52 | 60 | 68 | 80 | 100 |
Required AP (Total) | - | 0 | 7 | 16 | 27 | 40 | 56 | 82 | 113 | 149 | 190 | 242 | 302 | 370 | 450 | 550 |
Additional HP | - | - | 5 | - | 5 | - | 5 | - | 5 | - | ||||||
Additional HP (Total) | - | - | 5 | 10 | 15 | 20 | ||||||||||
Additional Mana | - | - | 10 | - | 10 | - | 10 | |||||||||
Additional Mana (Total) | - | - | 10 | 20 | 30 | |||||||||||
Additional Str | - | - | 1 | - | 1 | - | 1 | - | 1 | - | 1 | |||||
Additional Str (Total) | - | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||
Defense Ignored | - | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 11 | 12 | 13 | 15 | 16 | 17 | 18 | 20 |
Protection Ignored | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||||
Heavy Stander Ranks Ignored* | 1 | 2 | 3 | |||||||||||||
Additional Stun Duration [seconds] | - | .30 | .40 | .45 | .50 | .60 | .65 | .70 | .80 | .85 | .90 | 1 | ||||
Min/Max Damage Increase [%] | - | 1.0 | 1.2 | 1.4 | 1.6 | 1.8 | 2.0 | 2.5 | 2.7 | 2.9 | 3.2 | 3.5 | 4.0 | 4.5 | 5.0 | 6.0 |
Highest Useable Magic Tier | Bolt | Intermediate | Advanced | |||||||||||||
Load Time [sec] | 1 | .5 | 0 | |||||||||||||
Skill CP (Total) | - | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
Stat CP (Total) | - | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
*Ignores by ranks, not levels. The amount of damage reduction and auto-defense reduced will depend on the enemy's original rank of Heavy Stander.
Obtaining the Skill
- Complete A Dress Too Hot to Handle.
Training Method
Novice Rank
Rank F
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 2 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank E
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 3 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank D
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 4 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank C
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 5 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank B
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 6 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank A
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 8 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 9
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 11 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 8
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 13 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 7
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 15 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 6
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 21 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 5
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 25 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 4
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 29 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 3
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 36 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 2
Method | Exp. | Count | Total |
---|---|---|---|
Reach Arcana Level 46 With Elemental Knight | 100.00 | 1 | 100.00 |
Rank 1
Method | Exp. | Count | Total |
---|---|---|---|
Cannot advance further. | 100.00 | 1 | 100.00 |
Trivia
- The elemental instillment update initially caused some Spirit Transformation Liqueur appearances to be displaced once activated.
References