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Jousting/Archived

From Mabinogi World Wiki
View from the stands
 
 
Jousting Tournaments in the past were much different than those in the present. Back then, the matches were almost like real battles, so injuries were frequent after each match.
It became so dangerous that King Ethur Mac Cuill the First even banned the contest for awhile.
But since it was such a popular sport and it helped train soldiers, the rules were modified and evolved into what we know today.
Recently, the games have become more exciting with outsiders such as Elves and Giants competing in the tournament. You won't be disappointed!
 

 

—Lileas, Nearby Rumors Keyword

Basic Information

  • Jousting is a medieval sport which involves two opponents mounted on steeds to rush at each other, striking with lances as the competitors attempt to knock each other off their horses.
  • You can start a jousting match at Tara. Talk to Lileas at the jousting arena to start a match.
  • You must be partied with the player you plan to joust against.
    • The partymate must be in the area (on the raised area where Lileas is).
    • The party leader controls when the match will start by talking to Lileas; the partymate will not get a confirmation message.
  • You may also joust against an NPC (Lota, Melor, Gornevez and Adair) for a small fee of 50 gold.
  • Your jousting record is recorded in the character window under the rebirth, etc. tab. It keeps track of your wins, loses and jousting points. Practice matches do not count in your record; only preliminary and tournament matches will count.
  • You may joust while doing Commerce, however you will auto-fail once you enter the arena, and will be glitched inside. This can be fixed by changing channels or relogging.

System

The effectiveness rules.
  • You and your jousting partner will start with a full bar of health. The game will consists of multiple runs, untill someone is knocked down.
    • Jousting health is not player HP and cannot be adjusted by any means.
  • Jousting uses a sort of rock-paper-scissors system to determine who wins the run. The picture to the right shows the effectiveness of one letter vs. another (the sword points to what the letter is effective against). In effect, you must correctly guess which button your opponent will use, so that your attack will be most effective.
    • A penetrates W and D.
    • W penetrates D.
    • W and S penetrate each other.
    • D penetrates S.
    • S penetrates A.
  • Whoever cleanly loses the run will take some health damage. The winner will be unhurt.
  • A tie occurs when both players choose the same key. It results in slightly less of the original damage to both players.
  • Certain attacks have certain effectiveness.
    • A is the weakest attack but it has the most effective chance of dealing damage.
    • W and S do moderate damage but have good chances of dealing hits.
      • S deals slightly more damage than W.
    • D is the strongest attack but is also the most vulnerable.
  • Characters will perform additional damage during jousts if they pull off their race-specific combination. This is shown when the screen flashes, similar to scoring a Critical Hit.
    • Human: [A → W]
    • Elf: [Tie → A] The exception is if the jousters both use the "A" attack. Since a particular attack can not be used consecutively, it is therefore impossible to prepare the elven combination from a tied-A.
    • Giant: [W → S]
      • More damage is dealt with the second attack, regardless of the success of the first attack.
  • After a run, you will not be able to use the same key again in a row.
  • If you choose no action in the time limit, your key will be randomly chosen.
    • If both players were to run out of health from a mutually damaging set of attacks, instead of the match resulting as a draw, it will randomly select who the winner is. That person will lose no health while the other still does.
      • The "tie breaking" algorithm is still engaged regardless of the two jousters comparative health, strength of final attack, or the sum of these.
  • When it is time for you to enter your command, any open chat line will automatically close to prevent you from accidentally typing.
  • You can choose to enter commands using just the mouse. The four letters arranged in a plus-sign shape in the upper-left corner are actually active buttons and can be clicked on. It is recommended that you enter your commands using the mouse, and not the keyboard, as it is less likely to result in an accidental computer decided choice of action.

Damage

Overview

  • Calculation of damage occurs in several stages:
    • First, the base damage of each choice is determined.
    • Second, if both jousters have chosen the same maneuver then the damage of each is halved.
    • Third, variable damage is applied.
    • Fourth, any racial combination bonus is applied.
    • Finally, if one jouster is a clear loser of the choices then their potential inflicted damage is not applied to their opponent, such as in the case of, say, S and A, where the damage of A is not applied to the player who chose S.

Base Damage

  • The base damages for each of the hits are as follows:
    • A hits for 20% regardless of whether it hits W or D.
    • D hits for 50%.
    • S hits for 40%.
    • W hits for 30%.

Adjusted Damage Due to Ties

  • In the case where the jousters both chose either: A, D, S, or W, then the base damage is shared equally. In other words the base damage for each is halved.

Variable Damage

  • Once the adjusted base damage has been determined, then variable damage is applied. The range for the variable damage is ± (2% + 10% of the adjusted damage).

Racial Combination Bonus Damage

  • After variable damage is determined then any applicable racial combination bonuses are applied. This means that racial combination bonus damage does not play a role in calculating variable damage.
  • The racial combination bonus damage regardless of race is 20%.
  • The racial combination bonus is not restricted to player characters. The NPC's available, at the jousting arena, also have access to their appropriate racial combination bonus damage.

Damage Summary Table

Choice Full Hits Tied Hits
Base Dmg. Regular Combo Base Dmg. Regular Combo
A 20% 16%-24% 36%-44% 10% 7%-13% 27%-33%
D 50% 43%-57% - 25% 20.5%-29.5% -
S 40% 34%-46% 54%-66% 20% 16%-24% 36%-44%
W 30% 25%-35% 45%-55% 15% 11.5%-18.5% 31.5%-38.5%

Tournament

  • Jousting Preliminaries and Finals will be held during certain times of the day.
    • Players must register by talking to Lileas 30 minutes before the tournament starts.
    • If there are an odd number of participants, the last participant will joust against an NPC jouster.
    • There is maximum of 64 players who can participate. Tournaments work on a first-come-first-serve basis.
  • After registering, a horse icon will appear at the top of the player's screen, next to the F1~F12 skill hotkeys.
    • Before the tournament starts, clicking it tells how many minutes remain until the tournament starts, as well as the option to cancel registration.
    • After the tournament starts, it shows how many rounds have occurred and how many participants remain.
  • During the tournament, players will receive a window prompt when they are selected to joust. The prompt will only stay for 20 seconds. If the player clicks "no" then they will be removed from the tournament. If they click "yes" or allow the time to expire, then they will continue on in the tournament. So you will remain registered in the tournament even if you do not acknowledge the the prompt.
    • If one enters a cutscene during this time, such as transforming or eating high quality food, the player will automatically refuse their match.
  • Successfully defeating an opponent in either tournament:
  • Participating in the tournament, regardless of whether the player wins or loses, rewards Jousting Points, which can be turned into Lileas for a variety of items.
  • Jousting tournament victories, losses, and points are kept track in the player's character window, under the "additional info" tab.

Preliminaries

  • Preliminaries are held Monday-Saturday at 7:00pm PDT100 and 10:00pm PDT100 on all channels. Participants must sign up between up to 30 minutes before the starting time to 2 minutes after the starting time.
    • Only 1 participant is required to conduct a preliminary.
  • There is only one round in the preliminary tournament. Registrants face against someone else only once and this will decide the winners; no further matches will be held in the same time slot.
  • Two preliminary tournament victories in a week are required to obtain a Weekly Jousting Tournament Entry Ticket to enter the Finals.
    • It is possible to obtain a Tournament Entry Ticket in one day.
    • It is possible to obtain up to 6 jousting tickets in a week, but they will expire before the next weekly tournament.

Finals

  • Finals are held at 7:00pm PDT100 on Sunday on Channel 2.
    • A Weekly Jousting Tournament Entry Ticket will be used after registration. If the player logs off, change channels, or disconnects, before the tournament has begun they will be removed from the registration of the tournament and cannot re-register unless they have another ticket. If they do so during the tournament then they forfeit it entirely
  • At least 8 participants are required to begin the tournament; if there are insufficient participants, the tournament will not be held.
  • Unlike the preliminaries, the final tournament is held in a tournament bracket style, where players joust to advance to the next round until only one player remains.
    • The winner of the match will continue onward the tournament while the loser is removed from the tournament.
    • If a player jousts against an NPC and loses in the second-last round, the winner of the other match will automatically be victorious.
      • Additionally, both losing players from both matches will be considered second.

Rewards

  • You accumulate points when you attend the preliminaries or the tournament.
Winning Jousting Points
Method Jousting Pts Other
Lose in preliminaries 1 point
Win in preliminaries 3 points
Lose in Finals 3 points
Win in Finals 9 points
2nd place Finals 42 points Knight Lance
1st place Finals 96 points Knight Lance
  • Lileas exchanges points for rewards
Jousting Tournament Prizes
Item Jousting Pts Info
Metallic Arrow 2 Comes in stacks of 100. Deals 20 more damage.
Metallic Bolt 2 Comes in stacks of 100. Deals 20 more damage.
Long Javelin (Jousting) 2 Comes in stacks of 3. Adds 400 maximum and minimum damage, 5% critical, and 10% Balance.
Dagger 35 Comes with the Gladiator enchant on it.
Kite Shield 170 Comes with the Mana Stone enchant on it.
Elven Long Bow (Jousting) 40 Has more damage and critical than the normal variant, but less balance, wound, and durability. Cannot be upgraded, enchanted, traded or repaired.
Battle Sword (Jousting) 35 Has higher damage, critical, and durability than the normal variant, but less balance. Cannot be upgraded, enchanted, traded nor repaired.
Broadsword 150 Comes with the Explosive enchant on it.
Claymore (Jousting) 50 Has higher damage, critical, and durability than the normal variant, but less balance. Cannot be upgraded, enchanted, traded nor repaired.
Spika Silver Plate Armor (Jousting) 175 Provides more protection and has more durability than its normal variant. Comes with passive defenses and poison immunity. Cannot be traded.
Rose Plate Armor (Jousting) 175 Has more protection than the normal variants, but less durability. Comes with passive defenses and poison immunity. Cannot be traded.
Leminia's Holy Moon Armor (Jousting, M) 190 Has more protection and durability than the normal variant. Comes with passive defenses and poison immunity.
Leminia's Holy Moon Armor (Jousting, F) 190 Has more protection and durability than the normal variant. Comes with passive defenses and poison immunity.
Blacksmith Manual - Pickaxe 3 Rank E manual.
Blacksmith Manual - Blacksmith Hammer 3 Rank E manual.
Blacksmith Manual - Bundle of Finest Arrowheads 5 Rank 9 manual.
Blacksmith Manual - Furnace for Silver Ingot 90 Rank A manual.
Blacksmith Manual - Furnace for Gold Ingot 120 Rank 7 manual.
Blacksmith Manual - Fine Anvil 90 Rank 9 manual.
Blacksmith Manual - Finest Anvil 120 Rank 5 manual.
Blacksmith Manual - Thames Plate Helmet 205 Rank 4 manual. Smithing Talent required.
Blacksmith Manual - Thames Plate Armor 250 Rank 1 manual. Smithing Talent required.
Blacksmith Manual - Thames Plate Gauntlets 175 Rank 6 manual. Smithing Talent required.
Blacksmith Manual - Thames Plate Boots 145 Rank 8 manual. Smithing Talent required.
Blacksmith Manual - Birnam Plate Helmet 190 Rank 5 manual. Smithing Talent required.
Blacksmith Manual - Birnam Plate Armor 235 Rank 2 manual. Smithing Talent required.
Blacksmith Manual - Birnam Plate Gauntlets 160 Rank 7 manual. Smithing Talent required.
Blacksmith Manual - Birnam Plate Boots 130 Rank 9 manual. Smithing Talent required.
Blacksmith Manual - Plate Mail 140 Rank 8 manual.
Blacksmith Manual - Plate Gauntlets 60 Rank A manual.
Blacksmith Manual - Two-handed Sword 80 Rank 4 manual.
Blacksmith Manual - Dragon Fang 265 Rank 1 manual. Smithing Talent required.
Blacksmith Manual - Bracer Knuckle 250 Rank 3 manual. Smithing Talent required.
Blacksmith Manual - Battle Mandolin 110 Rank 6 manual.
Blacksmith Manual - Lion Claw Lance 125 Rank 5 manual.
Blacksmith Manual - Knight Lance 125 Rank 6 manual.

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