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Difference between revisions of "Stats"
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Revision as of 18:18, 14 January 2020
- For charts to compare stats contributed by skills, see Stats and Skills.
Stats affect all aspects of your character, including (but not limited to) appearance and general competence in skills.
General Overview
Base Stats
- Base stats are the stats obtained from ranking skills, taking classes, reading books, Age, Level, and Uncooked Food effects.
- Stats from skills, classes, and books are permanent and will be carried through rebirth.
- However, deranking skills will remove any stat gained.
- Stats age, level, and uncooked food are semi-permanent, remaining with the character until rebirth.
- These stats are calculated to one decimal place, despite only whole numbers being shown.
- For example, a player with 102 strength levels up and gains 0.5 more strength. Although their strength still shows as 102, the player would have 1 more max melee weapon damage than before.
- Stats from skills, classes, and books are permanent and will be carried through rebirth.
- These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in parenthesis beside the new modified stats.
- Base stats directly affect Combat Power.
Stat Modifiers
- Stat modifiers are modifiers that increase or decrease base stats. They include equipment, skill effects, Enchants, Cooked Food, Potion Poisoning, Red Dungeon Fountains, Titles, Talents, Reforges, and Totems.
- The outcome from stat modifiers is displayed in a color in the character window. The color is yellow if the stat is higher than the base, but turns red if the stat is lower than base.
- This only applies to health, mana, stamina, strength, intelligence, dexterity, will, luck, and defense.
- Stat modifiers do not affect the player's Combat Power.
- Modifiers may not lower any stat below 0.
- Potion Poisoning is an exception, which can lower any stat to -100% of its base value. However, the character stat window still displays it as 0.
Age
- Age determines how old the player character is. This directly affects the character's height; the younger the character the smaller they appear and the older the character the taller they appear.
- When creating a character, the player is allowed to choose an age between 10 and 17.
- Players may not rebirth to an age that exceeds their current age.
- Character's age will increase by 1 every Samhain (Saturday) at 12:00pm PDT100.
- The player must log-in, change channels, or re-log in order for the age up to occur.
- After an age up, the player gains stats. See here for the stats given on age up.
- Players will stop gaining stats after age 25.
- In the case of pets, they will stop receiving stats after age 11.
- Players will stop gaining stats after age 25.
- The player's height will stop increasing after reaching age 17.
- In the case of pets, their maximum size is age 5. After age 5, their paws/hind legs will gradually decrease in size.
- Pet's Companion Bonus will decrease per age up until age 11.
- Partners will never age.
- After reaching 25 years of age, the character's age will be shown as "# past 25".
- After reaching age +25, the player will no longer receive any stats or AP for increasing age, nor will the game indicate that their age has increased.
- Reaching age 18 rewards "the Adult" title. Reaching age 30 rewards "the All-Knowing". Reaching age 40 rewards "the Old".
- Characters can age indefinitely.
Ability Points
Ability Points, or AP, are used to improve your Skills. You can gain AP when you level up, age, or complete some quests.
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Life
- For the Rank A Enchant, see Rank A Enchants#Life.
- For the Rank 8 Enchant, see Rank 8 Enchants#Life.
Life is measured in Health Points (HP). When your HP reaches 0, you will fall unconscious. HP naturally regenerates or can be restored with items and magic.
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Wounds
- Wounds reduce the player's effective health and cannot be healed by Life Potions or most other form of HP recovery. They are displayed in the life bar as black100.
- Wounds are inflicted based on the attacker's Injury rate of the Damage dealt and the target's Protection stat.
- All Magic, Alchemy, and Puppetry Skills, as well as Counterattack and Windmill will never cause wounds.
- The maximum amount of wounds the player can have is 100% of their life.
- Wounds are healed by the following means:
- Rest heals wounds over time.
- Resting by a Campfire will heal wounds more quickly.
- Resting in a dungeon without a campfire will not heal wounds.
- Drinking HP Elixirs or Wound Remedy Potions, receiving First Aid, Recovering Touch, or Transforming instantly heals wounds.
- First Aid becomes more effective if the target is resting.
- "the Master of Party Healing" title, when equipped, will cause Healing and Party Healing to heal wounds.
- Leveling up, using Nao Soul Stones or Guardian Soul Stones, blue Dungeon Fountains, or receiving healing treatment from a Town Healer NPC will restore life and wounds completely.
- Rest heals wounds over time.
Mana
- For the Rank 7 Enchant, see Mana (Enchant).
Mana is measured in Mana Points (MP). Most magical skills require MP to cast. MP naturally regenerates or can be restored with items and magic.
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Stamina
Stamina is measured in Stamina Points (SP). Most physical skills require SP to use. SP naturally regenerates or can be restored with items and magic.
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Hunger
- Hunger reduces the effectiveness of stamina regeneration and recovery by 20% and causes the player to use more stamina above the listed threshold. They are displayed in the stamina bar as dark orange when above hunger or black when below hunger100.
- Hunger gradually increases at the rate of 1 point per 100 seconds.
- Hunger can be replenished by eating Food, Transforming, or changing channels/logging on and off.
Strength
Your physical strength. The more Strength you have, the stronger your attacks are and the more bonuses you gain from Strength-dependent skills. Strength (STR) affects most melee combat skills and defense.
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Intelligence
Your rational capability. The more Intelligence you have, the more bonuses you gain from Intelligence-dependent skills. Intelligence (INT) affects all magical abilities, enchant effectiveness, and EXP gained for pets.
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Dexterity
- For the Dexterity enchant, see Dexterity (Enchant).
Your ability to work. The more Dexterity you have, the faster and better you can create items and the more bonuses you gain from Dexterity-dependent skills. Dexterity (DEX) affects most ranged combat skills and many Life skills.
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Will
Your mental prowess and determination. The more Will you have, the better you can survive dangerous situations and the more bonuses you gain from Will-dependent skills and Will-affected circumstances. Will affects critical damage, hand-to-hand combat skills, magic defense, and your ability to survive fatal blows.
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Luck
A mysterious and inexplicable phenomena that helps you. The more Luck you have, the more often good things happen to you and the more bonuses you gain from Luck-related skills. Luck affects critical chance, evasiveness, and the success rate of many other skills.
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Damage
A measure of the damage you deal to enemies with physical attacks.
- Damage is the amount of HP an enemy will lose when physically attacked.
- A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
- The average damage value inflicted is determined by their Balance stat
- When a weapon is equipped, the attack of that weapon is added to a player's Damage stat.
- Without a weapon, the player uses Bare Hands.
- A player's minimum damage cannot exceed their maximum damage. If the minimum damage would be higher than the maximum, the minimum damage will be lowered to the player's maximum damage.
- See also: Damage Modifiers and Stats/Protection.
Damage Calculations
The final damage dealt on a monster is calculated in the following steps:
1. Base damage plus all additional damages (from enchants, stats except Int, skills)
2. Skill Multipliers (if applicable)
3. Enemy Defense Deduction
4. Enemy Effective Protection Deduction
5. Shield Melee Damage Reduction (if applicable)
6. Elemental Multiplier (if applicable)
7. Passive Defense (if applicable)
Magic Attack
A measure of the bonus damage you deal to enemies with magical attacks. The higher the INT, the higher the M. ATT
- Magic Attack is the boost a player will receive to all magic damage.
- The damage increase depends on the skill's Spell Constant.
- The formula for determining Magic Attack is:
((Intelligence - 10) / 5) + Upgrade Bonus + Reforge Bonus + Enchant Bonus
- Healing heals 1 additional health per 10 Magic Attack.
- Party Healing heals 1 additional health per 5 Magic Attack.
- Mana Shield's efficiency is influenced by Magic Attack.
- See also: Magic Attack Modifiers
Magic Damage
- Magic Damage is the actual damage dealt to a target by a spell.
- The formula for Magic Damage is as follows:
{Base Damage + [Wand Bonus * (Charge Multiplier)] + (Spell Constant * Magic Attack) + (Damage Enchants * Damage Constant)}
* [1 + (Bolt Mastery Bonus + Elemental Mastery Bonus + Magic Weapon Mastery Bonus + Staff Elemental Level Bonus + Hebona Set Bonus + Rosemary Glove Bonus)]
* Charge Multiplier * Full Charge Multiplier * Thunder Multiplier * Distance Multiplier- This formula does not apply to Blaze.
- Fusion Bolt uses this formula twice, one for each separate bolt, when calculating damage.
- Base Damage is the spell's base damage as shown in the skill window.
- Reforge effects that add maximum or minimum damage to the spell add directly to this value.
- Wand Bonus is a constant for bolt spells while using a wand of the same element.
- The value for Spirit Weapon wands depends on the Social level of the spirit, up to a value of 30.0.
- For non-spirit wands, the values are as follows:
- Icebolt with any non-spirit Ice Wand: 10.0
- Firebolt with any non-spirit Fire Wand: 5.0
- Lightning Bolt with any non-spirit Lightning Wand: 7.0
- All other cases, including with Bare Hands or Staff: 0
- Charge Multiplier is the number of charges. This only applies to Firebolt, Ice Spear, Hail Storm, and Lightning Rod; all other magic spells will always be calculated as if they have 1 charge.
- Spell Constant is a constant that varies by spell. The values are as follows:
- Icebolt: 0.35 (min), 0.4 (max)
- Firebolt: 0.35 (min), 0.5 (max)
- Lightning Bolt: 0.3 (min), 0.6 (max)
- Ice Spear: 0.45 (min), 1.4 (max)
- Fireball: 8.0 (min), 12.0 (max)
- Thunder: 0.4 (min), 2.1 (max)
- Hail Storm: 1.6 (min), 3.2 (max)
- Meteor Strike: 8.5 (min), 16.0 (max)
- Lightning Rod: 7.0 (min), 12.0 (max)
- Shockwave: 2.0 (min), 5.0 (max)
- Magic Attack is the player's Magic Attack stat as shown in the character window.
- Damage Enchants is the sum of all bonuses from enchants to minimum and/or maximum damage, depending on what is being calculated.
- The bonus maximum and minimum damage from Battlefield Overture counts as enchanted damage.
- Damage Constant is a constant that lowers the effects of damage enchants and varies by spell. The values are as follows:
- Icebolt: 0.04 (min), 0.08 (max)
- Firebolt: 0.2 (min), 0.4 (max)
- Lightning Bolt: 0.22 (min), 0.44 (max)
- Ice Spear: 0.05 (min), 0.1 (max)
- Fireball: 0.25 (min), 0.5 (max)
- Thunder: 0.25 (min), 0.5 (max)
- Hail Storm: 0
- Meteor Strike: 0
- Lightning Rod: 0
- Shockwave: 0
- Elemental Mastery, Bolt Mastery, and Magic Weapon Mastery Bonuses are the percent bonus applied by the respective mastery skill, used as a decimal (e.g. 15% is 0.15).
- Reforge effects for the mastery's damage and title bonuses (if applicable) for the mastery's efficiency/damage add directly to this value.
- Staff Elemental Level Bonus is a bonus applied when using a bolt spell with a staff that has been elementally charged with the same element. The bonus values are as follows:
- Level 0: 0
- Level 1: 0.05
- Level 2: 0.1
- Level 3: 0.15
- Hebona Set Bonus is a bonus applied to Icebolt and Firebolt when affected by the Icebolt Enhancement and Firebolt Enhancement status effect from the Hebona Set.
- See Equipment Combination Effects for details on how set bonuses work.
- The bonus is 0.15 when the enhancement is active, otherwise the bonus is 0 if there is no enhancement.
- Rosemary Glove Bonus is the percent bonus applied to Icebolt, Ice Spear, and Hail Storm if equipped with a Rosemary Glove.
- The bonus is 0.15 when equipped, otherwise the bonus is 0 when not equipped.
- Full Charge Multiplier is a multiplier for being fully charged that varies by spell. The values are as follows:
- Firebolt: 1.3
- Ice Spear: 1.3
- Hail Storm: 1.25
- Lightning Rod: 1.5~3.3 (varies by rank)
- See Lightning Rod's summary table for values per rank.
- Everything else: 1.0
- Thunder Multiplier is a multiplier for Thunder that varies by number of charges and whether it is the final hit. The multiples are:
- 1.0 for all hits of Thunder before the final hit.
- 1.5 for the final hit of Thunder if charged with less than 5 charges (including a single charge).
- 2.0 for the final hit of Thunder if charged with all 5 full charges.
- Distance Multiplier is a multiplier for Shockwave and Meteor Strike that decreases as the target's distance increases from the center of the spell.
- For Shockwave, the multiplier starts at 1.0 when near the center and scales linearly down to 0.1 when at the edge of the area of effect.
- For Meteor Strike, the multiplier is 1.0 near the center of impact, 0.75 when halfway between the center and the edge, and 0.5 when near the edge.
Injury
The chance that an attack you deal to an enemy will injure them. Injuries cannot be treated with potions or healing magic.
- Injury rate is the percentage of damage that is inflicted as Wounds on the enemy.
- For example, if a player has an Injury Rate of 10~20% and hits 100 damage on an enemy, the enemy will receive 10~20 points of wound.
- Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Dungeon Recovery Rooms.
- Every 10 Dex adds +1.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
- Every 10 Will adds +2.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
- Maximum and Minimum Injury Rate is reduced by 1.0% for every Effective Protection point on the target.
- Magic, Alchemy, Puppetry Skills, Counterattack, Lance Counter, Combo: Counter Punch, Windmill, and Doppelganger are not affected by the injury stat as they cannot cause wounds.
- See also: Injury Modifiers.
Critical
The chance that an attack you deal will inflict deadly damage to your enemies. Your Critical rate is affected by your Luck and Will.
- Critical determines the chance to score a Critical Hit, which increases the damage of the attack dealt.
- Critical damage is affected by the player's Critical Hit rank, R-type Special Upgrades, and certain skills (e.g. Combo: Counter Punch, Spider Shot).
- Critical damage is calculated as:
Damage + [Max Damage * (Critical Hit Damage + R-type Special Upgrade Critical Damage + Skill Critical Hit Damage)]
. - Landing a critical hit with Mana Crystallization, Shock, Shadow Spirit, or Spear of God will not increase the damage dealt.
- Critical damage is calculated as:
- Upon landing a critical hit, the words "Critical Hit!!!" will flash across the screen along with the player's screen flashing white, with the flash intensity determined by Critical Effect.
- Rank F Critical Hit is required for the player to be able to score critical hits outside of Counterattack, Lance Counter, and Combo: Counter Punch.
- Critical damage is affected by the player's Critical Hit rank, R-type Special Upgrades, and certain skills (e.g. Combo: Counter Punch, Spider Shot).
- Critical is based on the player's Will and Luck stats, the equipped Weapon and Title, the equipped weapon's Enchants and/or Reforges, and skills.
- Every 10 Will adds +1.0% to Critical.
- Every 5 Luck adds +1.0% to Critical.
- Axe Mastery, Crossbow Mastery, Lance Mastery, and Dual Wield Mastery as well as their skill's Master Titles adds Critical when equipped with an Axe, Crossbow, Lance, or Dual Wield Swords respectively.
- The formula is calculated as:
[(Will - 10) / 10] + [(Luck - 10) / 5] + Weapon Critical + Enchant Bonus + Reforge Bonus + Skill Bonuses + Title Bonuses
- Skill bonuses may not show up on the player's character stat window depending on the skill.
- The chance to score a critical hit for magic instead uses the above formula but without factoring in the weapon's critical.
- This includes Bare Hands, which adds 10% to critical.
- Critical is reduced by 2.0% for every Effective Protection point (actual damage reduction) on the target. In the case of magic criticals, it is reduced by 2.0% for every Effective Magic Protection point on the target.
- The final critical rate is thus calculated as:
(Attacker's Critical %) - (Target's Effective Protection * 2)
- Windmill, Stomp, Crash Shot, Thunder, Fireball, Ice Spear, Flame Burst, Blaze, Meteor Strike, Lightning Rod, Charging Strike, Focused Fist, Act 4: Rising Action, Act 7: Climactic Crash, Flash Launcher, Bullet Storm, Shooting Rush, Dual Gun Normal Attacks under the influence of Way of the Gun, Kunai Storm, Spirit Weapon Awakening, Wings of Rage, Giant Full Swing, and B+ Bombs ignore this reduction.
- The final critical rate is thus calculated as:
- Critical is capped at 999.9%.
- However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.
- For example, the player has 100% critical and attacks a monster with 0 protection; contrary to what appears the player to be having all their attacks score a critical hit, the player actually only has a 30% rate to land a critical hit.
- Certain skills may exceed this 30% critical during calculation. For example, Way of the Gun causes all Dual Gun Normal Attacks to be a critical hit, regardless of the player's critical and the enemy's protection stats.
- Players conducted a trial in which a person with 90% critical attacked a Black-tailed Mongoose (which has 16 Protection). Using the above formula, the chance for critical should have been 58%. However, out of 3308 attacks, only 989 criticals were observed; a cap of ~30%.
- However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.
- When using an attack that hits multiple targets, the chance of landing a critical hit is only calculated against the selected target or the closest target to the player/skill being used if a target was not selected.
- If a player happens to land a critical hit against the target, all other targets within range of the attack will receive a critical hit as well.
- Most Two-Handed Weapons increases the critical rate of Smash by 5%.
- Counterattack, Lance Counter, and Combo: Counter Punch uses the enemy's critical rather than the player's.
- The following attacks cannot score criticals: Poison Attack, Mirage Missile's shock damage, reflective damage from Rank 9+ Barrier Spikes, Life Drain, Dischord's sustained damage, Puppet's Snare's damage over time, Devil's Cry's damage effect, Wings of Rage after effects, Hydra Transmutation, Meteor Strike's leftover flames, and Reflective Damage.
- Critical hits increases the stun time, knocks down targets rather than pushing them back, and may reset the enemy's AI and change its Aggro.
- See also: Critical Modifiers.
Balance
The likelihood that your attacks will deal damage close to the max damage you are capable of. The more Balance you have, the higher the chance. Balance is affected by Dexterity and skill ranks.
- Balance affects the distribution of Damage output from the player.
- The formula for calculating Balance from current Dexterity has diminishing returns.
- The dexterity required to hit a certain balance can be calculated as
(20.34565 / (2^(BALANCE/-8.728944))) - 9.814582
.dex2baleh:round(-9.814582 + (20.34565 / (pow(2,(B/-8.728944))))) - Desired Balance: name=B;default=1;min=1;max=50
- Dexterity Required: formula=dex2baleh;A=9
- Balance received from Dex caps out at 50%.
- The dexterity required to hit a certain balance can be calculated as
- For Combat Mastery and Ranged Attack, each rank gives an additional 1% Balance when using Melee or Archery attacks, respectively.
- Enchants that affect Balance influence both Melee and Archery by the amount shown; and magic by a fraction of that amount.
- Sword Mastery increases Balance by 1% every rank when using a Sword. This value is doubled when Dual Wielding.
- Intelligence influences Magical Balance.
- Balance is capped at 80%.
- Balance can be roughly represented as a bell shaped distribution. The equation for approximating median damage is:
([Max Damage - Min Damage] * Balance) + Min Damage
.- The Median Damage represents where the peak would be in a regular bell shaped distribution but is not necessarily the mean or mode.
- As Balance can be approximately represented by a bell shaped distribution, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the median damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage.
- For the purposes of randomizing damage the distribution goes beyond maximum or minimum damage depending on whether the balance is greater than or less than 50% respectively. From whichever value would give a greater range to the balance/median point, the distribution extends out approximately equally beyond the maximum or minimum damage value. All values that would occur beyond maximum/minimum are instead rounded to the maximum/minimum. This means that the probability that a given damage figure would be greater or less than maximum or minimum damage respectively is added to the probability of rolling maximum or minimum damage respectively. This generally means that with extremely low or high balance values the minimum or maximum damage respectively ends up being the mode(most common) damage value.
- Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.
- Therefore in that situation the mean(average) damage is actually less than the median damage. Theoretically the only time the mode, median and mean would be the same is at 50% balance. When balance is less than 50% average damage is higher than median damage and when balance is greater than 50% average damage is lower than median damage.
- Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.
Magic Balance
- Magic Balance determines the average damage of magic attacks.
- It is actually a hidden stat, and not displayed on the character screen.
- Magic Balance is capped at 100%.
- The formula for Magic Balance is as follows:
[(Int-10) / 4] + 30 + (magic_mastery_correction) + [(enchant_bonuses)(spell_constant)]
[3]- Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
- Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
- Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
- Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
- Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
- Only Wands affect the balance of spells; other weapons have no effect on spell casting.
- See also: Balance Modifiers.
Defense/Protection
A measure of your physical damage mitigation. The more Defense you have, the less damage you take. The higher STR, the higher DEF.
Reduces incoming physical damage by #%. The higher the protection, the lower the chances of taking critical physical attacks.
A measure of your magical damage mitigation. The more Defense you have, the less damage you take. The higher the Will, the higher the Magic Defense.
Reduces incoming magical damage by #%. The higher the magic protection, the lower the chances of taking critical magic attacks. Magic protection increases as Intelligence increases.
- Defense (Def) reduces physical damage received by the specified amount.
- Every 10 Str contributes to 1 Defense.
- The Defense skill passively adds to base Defense.
- Certain skills, Tethra, and Armor Pierce ignores Defense.
- Not to be confused with the Defense skill.
- Protection reduces physical damage received by a percentage. It also reduces the enemy's effective Injury and physical Critical rates.
- The values for protection (Protection in the character screen) to Effective Protection (the actual damage, injury, and critical reduction) can be found here.
- Physical Critical Chance is reduced by 2.0% for every Effective Protection point on the target.
- Certain skills ignore this.
- Maximum and Minimum Injury Rate is reduced by 1.0% for every Protection point on the target.
- Life Drain, Shadow Spirit, Wings of Rage and Celestial Spike are the only skills that can completely ignore Protection.
- Protection experiences diminishing returns after 32, meaning more Protection is needed to reduce 1% more damage as values get higher.
- Magic Defense reduces magical and alchemy damage received by the specified amount.
- Every 10 Will contributes to 1 Magic Defense.
- Magic Protection reduces magical and alchemy damage received by a percentage. It also reduces the enemy's effective magic/alchemy Critical rates.
- Every 20 Int contributes to 1 Magic Protection.
- The values for protection to Effective Protection can be found here.
- Magic Protection experiences diminishing returns after 31, meaning more Magic Protection is needed to reduce 1% more damage as values get higher.
- Magical Critical Chance is reduced by 2.0% for every Magic Protection point on the target.
- Certain skills ignore this.
- The following also affect the above stats:
- Most Equipment worn.
- For Bodywear, Heavy Armor contributes the most to defensive stats, followed by Light Armor, then Clothing.
- Most Accessories, Headgear, Gloves, and Shoes add no or miniscule amounts of defensive stats.
- Robes and Wings do not contribute to any defense stat.
- Shields contribute to Defense and Protection. Guard Cylinders contribute to Magic Defense and Magic Protection. Both add hidden melee/archery Defense and Protection against critical that is not displayed in the character's stat window.
- Marionettes also contribute miniscule amounts of Defense and Protection.
- There are very few equipment, or Magic Armor, that affects Magic Defense and Magic Protection.
- Certain skills, such as Defense, Healing, Party Healing, Wind Guard, and Enduring Melody, temporarily increase the Defense, Protection, Magic Defense, and/or Magic Protection stat while active.
- All Lances, the Masterpiece Bow, the Bhafel Slayer, the Bhafel Hunter, the Black Dragon Knight's Bow, and all Crossbows possess a Piercing Level, which has the ability to ignore some Defense and Protection.
- Frozen Blast, Spinning Uppercut, and Devil's Dash can temporarily lower the opponent's Defense and Protection.
- Hydra Transmutation can temporarily lower the opponent's Magic Defense and Magic Protection.
- Berserk reduces the user's Defense, Protection, Magic Defense, and Magic Protection to zero.
- Mana Shield does not take the user's Defense, Protection, and Magic Protection stats into calculation.
- Magic Defense and Hidden Shield Defense are still taken into calculation, however.
- Heavy Armor Mastery, Light Armor Mastery, and Shield Mastery increases Defense, Magic Defense, Protection, and Magic Protection while wearing the respective equipment.
- Most Equipment worn.
- Damage received is calculated as:
Damage * (100 - Damage Reduction from Protection) / 100 - Defense
orDamage * (100% - Damage Reduction from Protection%) - Defense
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction) and received 500 damage, the damage would be reduced to be
500 * (100 - 10) / 100 - 20 = 430
. - Any additional Defense and/or Protection from skills is applied after the first series of Defense/Protection calculations.
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction), activated Human Defense Rank 1 (65 Defense and 35 Protection [38% Damage Reduction]), and received 500 damage, the damage would be reduced to
{[500 * (1.00 - 0.10) - 20] * (1.00 - 0.38)} - 65 = 202
.
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction), activated Human Defense Rank 1 (65 Defense and 35 Protection [38% Damage Reduction]), and received 500 damage, the damage would be reduced to
- Contrary to popular belief, it is not possible to have negative Defense and/or Protection.
- If the defensive stat ignored and/or reduced is greater than the enemy's defensive stat, damage calculations will simply use 0 for the stat.
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction) and received 500 damage, the damage would be reduced to be
- Passive Defenses reduces damage by a certain percentage, however this is not to be confused with Protection.
- Certain monsters are immune to traditional forms of attack, however this is not to be confused with Protection.
- See also: Defense Modifiers and Protection Modifiers.
Armor Pierce
A measure of your ability to ignore enemy defenses with physical attacks. The higher the Dexterity, the higher the Defense Penetration.
- Armor Pierce, also known as Defense Penetration, is the amount of enemy Defense ignored when performing an attack.
- The amount of Defense ignored is equal to the amount of one's Armor Pierce.
- If the Defense ignored by Armor Pierce is greater than the enemy's Defense, damage calculations will simply use 0 for the stat.
- The formula for Armor Pierce is:
((Dexterity - 10) / 15) + Skill Bonus
- Axe Mastery and Crossbow Mastery adds Armor Pierce when equipped with an Axe or Crossbow, respectively.
- Not to be confused with Piercing Level.
Movement Speed
- Movement Speed is the speed at which the character moves.
- It is actually a hidden stat, and not displayed on the character screen.
- The speed at which a Human moves is defined as "normal" movement speed.
- Movement speed can be temporarily increased by Awakening of Light, Wave Sweeper, "Homestead", "the Busy", "Outlaw Hunter", "Is Gone with the Wind", and "Snow Showers and Flowers"Titles, Shylock's Step, Hyper Speed Burst Potions, Movement Speed Increase Potion, and March Song.
- In Commerce, only the speed of the Backpack and Handcart are increased. The Hyper Speed Burst and Movement Speed Increase Potions affect all transport mounts including the Wagon and Pack Elephant.
- If the hyper potion is not giving the speed bonus, dismounting and remounting will resolve the problem.
- Most movement speed buffs do not stack with each other; only the buff that gives the biggest bonus will take effect. The movement speed set bonus from Fleet Feet Shoes, however, will stack.
- Movement Speed has no effect while transformed into a creature or flight speed.
- Movement speed affects the running speed of Charge and Lance Charge.
- Racial bonuses does not affect Charge speed, however.
- Dischord and Mirage Missile temporarily decreases movement speed of the impacted target.
- Fantastic Chorus's Sorrow Sonata decreases the movement speed of targets within the skill's area of effect.
- Spellwalk decreases the user's movement speed except at Rank 1.
Status Effects
Status effects are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect.
- Some status effects that are not evident may not be on this chart; status effects are not limited to what this chart shows.
- Not all status effects have an icon or any visual indication.
- All status effects are temporary under normal conditions.
- Some may disappear during logout or changing channels, some, like Potion Poisoning, will not.
Status Name | Effect |
---|---|
Knocked Unconscious | Player is defeated and are given several options on resurrection. |
File:Deadly.png Deadly |
Appears when the player's health is below 0100, but not yet unconscious; getting hit by any attack will render the player unconscious. |
File:Potion Poisoning.png Potion Poisoning |
The player has drunk too many potions too quickly, reducing certain stats while increasing the effectiveness of potions. Wears off over time, depending on the stage of potion poisoning. |
File:Poison.png Poison |
The player has been poisoned, slowly cutting their health down for a short while. Can be prevented with Poison Immunity. |
Sulfur Poisoning |
The player has been poisoned by the sulfur in the Sulfur Pits in Zardine, slowly cutting down their HP by 2 per 5 seconds. Gaining Deadly status with this status "the Sulfer-poisoned Explorer". Leaving the Sulfur Pits will shortly remove the status ailment. Can be prevented with Poison Immunity. |
File:Mirage Missile Effect.png Mirage Missile |
The player has been poisoned by Mirage Missile, slowly cutting down their health for a short while. The poison can also spread to nearby targets. |
File:Petrification Status.png Petrification |
The player has been encased in stone, and cannot move for 10 seconds. |
File:Dark Knight Disarm.png Dark Knight Disarm |
The player's Dark Knight transformation applies negative pressure to them, decreasing their health by 10 per second. |
File:Outraged.png Outraged |
The player has been enhanced by Berserker Magical Music, granting them 100% Auto Defense against all attacks. |
File:Weakness.png Weakness |
The player has been weakened by a failed Berserker Magical Music, resulting their enemies having 100% Auto Defense against the player's attacks. |
File:Sharp Aiming.png Sharp Aiming |
The player has been enhanced by Sharp Aiming Magical Music, increasing their Archery Skill's aim speed by 20%. |
File:Fast Casting.png Fast Casting |
The player has been enhanced by Fast Casting Magical Music, reducing the casting time of Magic Skills by 10%. |
File:Poison Immune.png Poison Immune |
Grants the player immunity to poison. |
File:Stone Immune.png Stone Immune |
Grants the player immunity to petrification. |
File:Explosion Resistance.png Explosion Resistance |
Grants the player resistance to Self-Destruct, reducing its damage by 80% and causing the player to be stunned rather than knocked back. |
File:Stomp Resistance.png Stomp Resistance |
Grants the player resistance to Stomp, reducing its damage by ? and causing the player to be immune to its long range effects for running and become stunned rather than knocked back. |
File:Mana Reduction.png Mana Reduction |
Reduces mana usage of all skills by 10%. |
File:Stamina Reduction.png Stamina Reduction |
Reduces stamina usage of all skills 20%. |
Combat 2x EXP |
By drinking a Combat 2x EXP Potion, the player receives 2x EXP for killing monsters. |
Meditation |
The player meditates, greatly increasing their mana regeneration rate but also forces them to walk unless they have a wand or staff equipped. |
Frozen (Ice Spear) | The player is frozen by Ice Spear, and is unable to move or attack, but takes reduced damage, and receives damage from the explosion effect once the freezing effect ends. |
File:Mana Shield Effect.png Mana Shield |
The player barricades themselves with mana, causing all damage to remove their mana instead of health until all mana is lost or the skill is manually canceled. Also slowly drains mana over time. |
Elephant Shower |
The Blue Elephant or White Elephant uses Water Spray on the player, increasing their fire elemental resistance, health, mana, and stamina for 15 minutes. |
Frozen (Frozen Blast) | The player is frozen by Frozen Blast, and is unable to move or attack. Unlike Ice Spear, the afflicted player does not explode once the freezing effect ends. |
File:Wings of Eclipse Effect.png Demigod Invulnerability |
The player invokes Wings of Eclipse, granting them high resistance to damage, level 2 of all Passive Defenses, Advanced Heavy Stander, and 100% Melee Auto Defense. |
Attack Speed |
Increases the Attack Speed of the player by 20%(?) and the aim speed of Archery Skills except for Magnum Shot, Support Shot(?), or Crash Shot by 1.15x. |
Weapon Attack Boost |
Increases the player's damage of melee and archery attacks by 20%. |
Magic Power Boost |
Increases the player's magic attack by 80. |
Fishing Booster |
By drinking a Fishing Booster Potion, the player's chance of finding rare items is increased. |
Mini Potion Used. |
By drinking a Mini Potion, the player cosmetically shrinks, allows them to enter the Mouse Hole in The Other Alchemists, and receives reduced damage. Causes a cosmetic reduction in size and enables you to go through the Mouse Hole in certain Shadow Missions. Can also be achieved through Magical Music at any time; this effect caused by music, aside from the cosmetic shrinking, increases Critical rate and has no negative reductions. |
File:Shadow Mission Bonus.png Shadow Crystal Used. |
By using a Shadow Crystal, the player's Shadow Mission Experience rewards are increased. |
Demigod Enhance |
Increases the duration of Demigod by 1 minute, and increases the damage of Demigod Skills by 25%. |
Absorption Enhance |
Grants a 10% chance to reduce incoming damage to 1. |
Water Cannon Enhance |
Increases the damage of Water Cannon by 15%. |
Flame Burst Enhance |
Increases the damage of Flame Burst by 15%. |
Life Drain Enhance |
Increases the damage of Life Drain by 15%. |
Transformation Enhance |
Increases Transformation Mastery's collection rate by 10%. |
Icebolt Enhance |
Increases the damage of Icebolt by 15%. |
Firebolt Enhance |
Increases the damage of Firebolt by 15%. |
File:Adonis fishing.png Fishing Enhance |
Increases the auto-Fishing Success Rate by 10%. |
Refine Enhance |
Increases the Refine Success Rate by 10%. |
Blacksmith Enhance |
Increases the Blacksmith Success Rate by 10%. |
Metallurgy Enhance |
Increases the Metallurgy Success Rate by ?. |
Gold Strike Enhance |
Increases the damage of Gold Strike by ?. |
Charge Enhance |
Increases the damage of Charge by 10%. |
Magnum Shot Enhance |
Increases the damage of Magnum Shot by 15%. |
Support Shot Enhance |
Adds 25% to Support Shot's bonus melee damage. |
Smash Enhance |
Increases the damage of Smash by 15% |
Assault Slash Enhance |
Increases the damage of Assault Slash. |
Healing Enhance |
Increases Healing's effect by 20%. |
Lance Charge Enhance |
Increases the damage of Lance Charge by 15% |
Judgment Blade Enhance |
Increases the damage of Judgment Blade by 15% |
Commerce |
The player engages in Commerce, reducing their damage by 50%, allows them to trigger Bandits, prevents them from entering the Housing Channel or indoor areas, summoning pets, and the use of Continent Warp, Changing Channels, Moon Gates, and Housing Flyers. |
Commerce |
By using a Letter of Guarantee, the player receives a bonus to Ducats, Gold and EXP upon trade completion. |
Outlaw Pursue Mode |
The player engages Pursuit, allowing them to trigger Bandits and receive Outlaw's Homestead Passes from them. |
File:Bounty Hunter Status.png Bounty Hunter Card |
The player using a Bounty Hunter Card, and will recieve bonus Ducats and be accompanied by a Bounty Hunter NPC. |
Spinning Uppercut Debuff |
The player is debuffed by Spinning Uppercut, reducing their defense and protection. |
Dazed | The player is dazed by Somersault Kick or Chain Crush, preventing them from using Magic or Alchemy. |
Pinned | The player is pinned by Pummel, and is unable to move or attack. |
Respite Aftereffect |
The player has used Respite, and using Healing or attacking with Magic or Alchemy causes their health, mana, and stamina to drop by 25%. |
Merrow's Curse |
The player is hit by Merrow's attacks, steadily draining their mana and stamina for 5 seconds. |
Devil's Dash Debuff |
The player is debuffed by Bone Dragon's Devil's Dash, reducing their defense and protection. |
Flame of Resurrection |
The player is buffed by Phoenix's Flame of Resurrection, immediately reviving them after being knocked unconscious. If the Phoenix is in possession of a Fire Erg Crystal when using the Flame of Resurrection, the player's resurrection grants them an aura that pushes back nearby enemies, blesses all of their equipped items, completely restores their health and stamina, and reverts the buff to normal. |
Raid Crystal Used |
Increases Iria Raid's EXP and Gold reward. |
Black Dragon Roar Debuff |
The player is hit by Black Dragon's Roar or Korsek Raptor's Stomp, reducing their attack power by half. |
Increase Quest EXP |
Increases EXP rewards by 10%100 for Quests, Event Quests, Shadow and Theatre Missions shown100. Does not affect Exploration EXP from quests. Stacks with Shadow and Avon Drama Crystals. |
Increase Shadow Mission EXP |
Increases EXP rewards by 10%100 for Shadow Missions shown100. Stacks with Shadow Crystals. |
Frost Blade | The player is hit by Snowfield Slayer's Frost Blade, reducing their defense and protection by half. |
Increases Attack Power against Dragons |
By drinking a Dragon Knight's Potion (10 min), the player's damage against Dragons is increased by 20% for 10 minutes. |
Silent Voice |
The player is hit by Belisha's Ghost Voice, or makes contact with Form of Silence in Sidhe Finnachaid, preventing them from using skills. |
Halloween Channel Buff |
The Returned Trickster has been defeated, granting all players on the channel where the Returned Trickster was defeated the following effects for one hour:
|
Halloween Event World Quest Check |
The player will receive this status when entering the spawn area of the Returned Trickster during the Revenge of The Trickster Event. |
Numb |
The player has received this status while participating in the Fang-tastic GM Events: GM Haunted Dunbarton |
File:Outraged.png Bloody Duke |
The player is hit by Duke's Normal Attacks or Duke's Mist, decreasing their Defense momentarily. May instantly incapacitate the player if the ailment is still in effect when nearing another Duke's Mist. Can be cured by Holy Shower. |
Duke's Temptation |
The player is hit by Duke's Duke's Temptation, briefly stopping the player while preventing them from using skills or items. |
Lovey Dovey Buff |
The player obtains this effect from the Doki Doki Island event by creating a Campfire near the Harmony Torch and then using Rest next to it for 10 minutes. This effect grants:
|
File:Dark Knight Disarm.png Possessed Ruairi Swing Skill DOT Damage |
The player's HP is reduced by 2% of his/her max HP every second for 5 seconds. |
File:Soul Link Effect.png Soul Link Effect |
The player has used Divine Link with a nearby Pet. |
Great Mood |
The player has rested near Landmark in Festia for 10 minutes. Effects last for 30 minutes.
|
Floral Fairy Buff |
Summon Floral Fairy , Lemongrass Flora or Tia (Pet). Movement and Gathering speed increased by 10% while pet is summoned and alive. |
Fallen Fairy Movement Speed Buff |
Summon a Fallen Fairy. Increases movement speed by 50% for 15 seconds. |
Fallen Fairy Attack Speed Buff |
Summon a Fallen Fairy. Increases attack speed by 30% for 15 seconds. |
Melody Step |
Participate in a Freestyle Jam with at least 1 other player and successfully achieve 5 Combos in a row. Buff grants -25%(?) durability consumption and lasts 1 hour. |
Blessed Melody Step |
Grants -25%(?) durability consumption, Music Buff Effect +3, and lasts 3 hours. |
Breath of Ladeca |
Increases player's movement speed. |
File:Double Alchemy Skill EXP status.png Alchemy 2x EXP Potion |
Doubles skill training for Alchemy Skills. |
Close Combat 2x EXP Potion |
Doubles skill training for Combat Skills. |
Dual Gun 2x EXP Potion |
Doubles skill training for Dual Gun Skills. |
Martial Arts 2x EXP Potion |
Doubles skill training for Fighter Skills. |
Life 2x EXP Potion |
Doubles skill training for Life Skills. |
Magic 2x EXP Potion |
Doubles skill training for Magic Skills. |
Music 2x EXP Potion |
Doubles skill training for Music Skills. |
Ninja 2x EXP Potion |
Doubles skill training for Ninja Skills. |
Puppetry 2x EXP Potion |
Doubles skill training for Puppetry Skills. |
Complete Skill EXP Potion |
Doubles skill training for all skills (excluding Transformation, Demigod, and Crusader subskills). |
Shadowlike |
Use Powder of Harmony inside Sidhe Finnachaid to drop monster aggro. |
Interrupted Connection |
Received from Lament of Agony, Form of Gloom and Form of Silence inside Sidhe Finnachaid, preventing the player from summoning pets. |
Move Slow |
Received from Form of Gloom inside Sidhe Finnachaid, decreasing the player's movement speed by approximately 70%. |
File:Outraged.png Bleeding |
Received from Form of Agony inside Sidhe Finnachaid, causing the players health to drain very slowly. |
File:Devils Cry Debuff.png Devil's Cry |
Recieved from the Shape of Horror Mini-Boss inside Sidhe Finnachaid, similar to the Bone Dragon's pet's Devil's Cry. |
Dance of Death Debuff |
Applies to monsters who have been effected by the Dance of Death skill. |
Let's go nuts and have an adventure! |
Received after giving an Acorn Bento Box to a summoned Detective Squirrel Doll. After 10 minutes, player receives an Empty Bento Box. |
Increase Critical Damage |
Increases Critical Hit damage by +30%. Received from dual wielding Celtic Royal Knight Swords for Humans, or Frosted Borealis Hammers for Giants. |
Enhanced Bash |
Increases the damage of Bash by +100% per level. Received from dual wielding Celtic Royal Knight Swords for Humans, or Frosted Borealis Hammers for Giants. |
Decrease Durability Loss |
Decreases Durability loss by 50%. Received from dual wielding Celtic Royal Knight Swords for Humans, or Frosted Borealis Hammers for Giants. |
Gallery
Status Effects
When Mini Potion or Magical Music is in effect.
A player that has been Poisoned.
A player poisoned by the effects of Mirage Missile.
Equipment Combination Effects
See Equipment Combination Effects for more information on triggering these status effects.
Glow effect for a Dustin Silver Knight Set bonus (Explosion Resistance shown).
Glow effect for an Avon Shield's Charge bonus.
Glow effect for a Valencia's Cross Line Plate Set's Stomp bonus.
Glow effect for a Hebona Set Firebolt (left) and Icebolt (right) bonuses.
Glow effect for a Trinity Set bonus (Mana Usage Reduction shown).
Glow effect for a Flamerider Set bonus (Flame Burst shown).
Glow effect for a Bone Marine Set bonus.
Glow effect for Chinese Dragon Set's attack speed bonus. This is unique to this particular set.
Glow effect for Cressida Set Flame Burst (left), Life Drain (center), and Water Cannon (right) enhancements.
Glow effect for the Belmont Set's Metallurgy (left) and Gold Strike (right) enhancements.
Glow effect for the Adonis Set.
Glow effect for the Thames Plate Set's Smash (left) and Assault Slash (right) enhancements.
- Colin Plate Set Glow Effect.png
Glow effect for the Colin Plate Set.
- Birnam Plate Set Glow Effect.png
Glow effect for the Birnam Plate Set.
Glow Effect for the Patron Set's Blacksmith (left) and Refining (right) enhancements.
Glow effect for the Bohemian Set's Magnum Shot (left) and Support Shot (right) enhancements.
Glow effect for the Mysterious Robe.
- Some effect bonuses share the same visuals as others (e.g. Poison Immunity visuals are the same as Flame Burst Enhancement).
Notes
- ↑ Numbers were tested with 0 and 180 luck. More information can be found here.
- ↑ http://mabinogi.nexon.net/News/Announcements/5/00H9H/the-enlightenment
- ↑ http://mabinogi.wikiwiki.jp/index.php?%A5%B9%A5%AD%A5%EB%2F%CB%E2%CB%A1%2F%A5%C6%A5%F3%A5%D7%A5%EC#n34bb9c8