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User:Maia
Maia | |
Race | Human |
Gender | Female |
Occupation | Wanderer |
Location | Ruairi |
Guild | Simply |
Family | Haven |
Class | Ranger |
Maia
Maia is a milletian brought into the world of Erinn some time ago via the soul-stream. Originally a lone-wolf, she has opened up to the community life of guilds and even has a family of her own. Although not nearly the strongest, she has risen the ranks and fairs well in the war against the fomors.
A proud Paladin Champion, fighting for justice, she hopes to someday reclaim Erinn for the native people so she may continue wandering the world beyond. A lone-wolf at heart, Maia hopes to travel to far off lands and see places no soul has ever witnessed. And although she believes heavily on honor and righteousness, her morals are rather loose, as displayed in her various quests for forbidden treasures. Her ideals speak louder than her morals.
Her quest for strength, power, and knowledge have left her unable to devote entirely to a single trade. Originally focusing on straight forward sword fighting technique, she has adapted to archery, her true calling and even branched out to magic, hand to hand fighter combat, music, and even some blasphemes alchemy as times have past. As far as noncombat goes, she has every experience with life trades with intent to peruse any more that may come her way.
Although having suspicions of the Gods and Goddesses' intentions for Erinn and its inhabitants, she has accepted the powers of a Demi-God and wields the power of Morrighan, after all why let them hoard all of their power. This causes some conflict within as she feels devoted to the paladin way, but as she follows Morrighan she is lead down a darker path...
Since her pact with Morrighan however, she has grown more powerful and given the opportunity would overthrow her. Maia does not believe that the God's will bring safety and harmony to the world. Instead, she believes she can, with their power... and perhaps more of her own.
About Me
Most call me Maya or Maïa. My character, Maia, is my oldest mabinogi persona, she is also my primary character and has been since a week or two into OB. I played prior to that, CB and since first day of OB, on another character who has long since been forgotten. I made Maia when my brother first started playing and decided to stick with her since then.
Anyway enough of my character, I live in Alabama (USA). I'm not born and raised here though, originally hailing from California. I am, and have been, in a relationship for some time now and don't see it ending anytime soon so don't waste your time ;) I won't say how old I am, if you know me you already know. I'm enlisted with the Navy and enjoy life to the fullest. If you know me, I think I'm pretty mellow and carefree. However I do have a lot of pride, perhaps not in myself exactly, but in accomplishments and people around me. So yeah :)
I love Mabinogi and Vindictus, but I also love console games like mario kart and left 4 dead. I have a wide ranged of taste as you can probably tell. I read manga and took Japanese courses for two and a half years. I speak some Japanese, French, and German. I am heavily of German decent and take pride in it. I love my family, and I love cats :) I like to go to the movies/mall with friends and I love spending time with loved ones (blah blah, who doesn't right?).
I'm not the most popular person ;) but feel free to check out my youtube, I might put something up once in a while. (This account is rarely used, I haven't uploaded anything in ages, so don't get high hopes)
My character is now in the guild Simply, but has some strong ties to Fruity. The old Fruity website went down :( So I'll put a link up to our new forums
Maia's Peaca Intermediate Guide
Please note, this guide was made several weeks after peaca int came out and does not compensate for the G13 nerf (making it easier) or added skills past G12
Perhaps one of the more brutal quests a party can set out on is Peaca Intermediate. This dungeon is considered to be the hardest in the game [as of G12] and only for the brave at heart. Although high skills are recommended, and in fact, almost necessary to complete this dungeon in any reasonable amount of time, knowledge is also key. This is my short guide to completing this grueling dungeon.
Windmill rank 1, or Summon Golem rank 1. This cannot be stressed enough, because in order to take out the Master Lich these skills are practically necessary. Although it's possible to kill it with other methods, windmill is by far the most practical method of completion. Not to mention red/blue/regular king ghosts which should be windmilled.
Fireball, or Thunder rank 1. These skills can be easily used to take out Ghasts on the 4th and 5th floor. These skills are recommended if you're trying to speed run this dungeon.
Ice Spear rank 1, and/or Blaze rank 1. Definitely have at least one dedicated ice spearer, two at most. Everyone else should have rank 1 blaze. Multiple people with rank 1 is also recommended in case of a disconnect. These skills will be used for floors 1-3.
Magnum Shot rank 1 and Life Drain rank 1 are not necessary but are recommended. These skills will be useful in a pinch, and especially useful against the two Giant Moth Queen in the dungeon.
Hide Yes you should bring at least one elf with you, I do not recommend giants unless you've run it before and/or know what you're doing [or are overkill]. Hide can be useful to open chests without detection, lure mobs away from party mates, and is just a joy to have.
Other skills that will come in handy include: Flame Burst, Barrier Spikes, Water Cannon, Mana Crystallization, All Combat Skills. In general you should have a selected field [or two!] and be very strong in it for this dungeon. Total Level 2,000+ is what I would recommend.
Materials you can expect to bring should be:
Feathers and lots of them [party feathers may also be useful]
Wood for campfires, more the better
Ammo for your respected field [arrows, crystals, etc]; Barrier spike/life drains for party mates is always a nice courtesy
Heavy amount of stamina potions
Decent amount of mana potions
Holy Water, nao's, and spare weapons if you feel the need
And of course, don't forget your wands [combat, ice, lightning, fire] or your respected weapon.
I do not personally recommend elixirs in this dungeon until you are proficient enough to where you wont die every room lol
Additionally you may want to bring some HP potions, however most things will kill you rather quickly, so I wouldn't bring many. Antidotes may also serve you as some mobs CAN and WILL poison you if they hit you.
There are really only 4 phases to this dungeon that I will discuss, and although it can seem overwhelming at times when you think about the number of floors, monsters, and ground to cover, it's really fairly simple. I won't list every individual mob or stats on them, as they can be found on the Peaca Intermediate page. Also, I do not consider mimics or bats worthy of being considered a phase. Kill them in any way you like, but be prepared for what may spawn after them.
The first phase that we'll discuss is the standard mobs; the standard mobs that will spawn are wights, ghouls, knights, and cloakers. In the beginning of the dungeon you will primarily get wights and ghouls together, but later cloakers will get mixed into the rooms and mess things up a little bit.
The second phase are the red and blue, and standard king ghosts. These can be some of the most difficult mobs in the dungeon with their chain-cast thunder and fireball. But using proper strategies can make them a sinch.
The third phase are the Ghasts of the 4th and 5th floor, the Peaca Intermediate trademark, and moneymakers. These tricky characters can seem like the hardest to take out, but are in fact the easiest to me. Later, I will tell you how to take out these bad boys without breaking a sweat!
The fourth and final phase is the boss. Another seemingly difficult obstacle that can be overcome with strategy and cool-mindedness.
Now that you know the various phases that await you, let's discuss how to overcome them. But before that, there are precautions one should take before engaging the enemy. Before every room it is wise to do the following:
Have your party enter and survey the room. Is it an orb room? Is it a chest room?
Have all your human players place their pets Outside the room. All the pets should be together, not separated into two or three groups. Also make sure that all of the pets will be outside of the room when the doors slam shut. For floors 1-3, have all party members remain inside the room when you open the chest, for floor 4 this is optional depending on how confident your party is, and for floor 5 is it recommended to have thunderers and one barrier spike'ist stay outside of the room instead of pets.
When you prepare to open the chest, have ALL humans play dead prior to the chest opening. Elves should open the chest.
When you open the chest one of several things can happen depending on which phase the room falls under [1-3].
Prepare to run! Orb rooms are not worth the trouble, even ghast orb rooms, unless you have an amazing party with outstanding cooperation.
In order to escape successfully from the instant-aggroing ghasts, and chain casting king ghosts you will need good timing and quick instinct. If you have two or more elves, have two stationed at the back orbs [back being the furthest from the door you are trying to open] and humans [or elves, preferred] at the front orbs. Humans should have fast mounts ready, elves can just hide. Time it right and hit all the orbs at once. If you're quick and accurate, you should all make it out alive.
Remember, don't hit orbs until everyone is ready or you can kill your party mates, or leave them stranded.
Although potentially risky, if you wish to kill ghasts in these orb rooms, the safest method is to create a campfire in the room prior and have your party stay behind it while an elf goes in and hits a single orb. The elf should then lure one ghast at a time towards the campfire so that the party may defeat them with magnum shot.
Other than Ghasts, any other orb room should be avoided. There is really no practical reason to complete other orb rooms.
Phase 1: The chest will open and wights/ghouls/knights will spawn. For this, I recommend IS/Blaze. Elves are recommended for dedicated Ice Spearers because of the lower MP cost and ability to hide. Once the chest is open, Ice Spearers will then unhide, or stand up, and begin ice spearing the monsters. Blazers will position them self to where the frozen monsters will land AFTER the freeze effect pushes them back. The blazer should then release, once the splash damage is done an Ice Spearer should immediately re-freeze the mobs so as not to get the blazer killed.
When the last mobs are almost dead, humans should play dead again to avoid aggro and let either one human, or the elves, finish it/them off. If your party is confident, this may be skipped. If the spawns do not include cloakers, simply rinse and repeat.
If the spawn DOES include cloakers, someone [pre-assigned by the party] should take them out with range, life drain, or melee if possible. Barrier spikes/campfires may be used to prevent any fatalities at this occurrence. Once the cloakers are dealt with, blaze/ice spear the rest.
Phase 2: King ghosts can be a tricky bunch and this is one of the main reasons you put pets outside the room as well as brought elves. Now when the ghosts spawn, they should begin aggroing the pets and piling up at the door, however it is unlikely all of them will immediately take the bait. It is up to elves to use their pets to smash the ghosts towards the door. It is recommended that you have "pet smash" hotkeyed, and several live pets to do this with. Summon your pet, have it run up and execute the smash skill, immediately desummon the pet before it is aggroed and repeat.
Once all of the ghosts are close enough, they should aggro the pets. Once all of them are aggroed and piled at the door, it's time to kill them. Have everyone get up and prepare for a volly of WM. Summon Golems if you don't have a strong windmill. Time together, never have one person windmilling alone. Try to keep the ghosts cornered against the door, and if one happens to get windmilled away from the door, have someone [pre-assigned by the party] use firebolt to lure them back. One fireball and its all over!
Phase 3: Ghasts, my favorite part of the dungeon. When you reach floor 4 there is about a 10% chance of them spawning each room, maybe less. Upon reaching floor 5, it's about 50/50. When you do run into them, beware, they have advanced heavy stander and immunities related to their color as well as HEAVY defense and over 10,000 HP. With that said, I will tell you how to eliminate them with ease.
Your r1 thunder party members should be outside with one person [pre-assigned by the party] using barrier spikes, your r1 fireball party members should be inside with a campfire pre-set. When determining who should be where, note that fireball takes priority over thunder. If someone has both fireball and thunder r1, they should be inside using fireball. If your party is 100% fireballers, have pets outside as bait. if your party is 100% thunderers, an elf will have to remain inside to open the chest, and complications may occur against blue ghasts.
One of several things may happen in a Ghast room. Red ghasts may spawn, blue ghasts may spawn, normal ghasts may spawn, or any combination. Red and normal ghasts should be taken out with magic, while blue ghasts should be ranged. When the ghasts spawn [regardless of color] have the thunderers [or pets] aggro all of them. Entering combat mode helps draw detection. This shouldn't take as long as it would with King ghosts due to the instant detection rate and range. Now prepare for attack.
Judge which color they are. If there are ANY red or normal ghasts, prepare magic. Fireballers should fully charge fireball and unleash it at the ghasts, then immediately play dead. If they do not play dead, ghasts will aggro them and the plan will be ruined. When the fireball goes off, the ghasts wont even flinch, you can then get up and repeat. Thunderers on the outside will charge thunder, while a barrier spike'ist sets up a barrier as close to the door as possible. When all thunder is charged, unleash them at the barrier [all together now!]. It should chain through the door and hit the ghasts. Repeat until the enemy is vanquished.
If there are any blue ghasts, prepare for range attacks [or windmill spam IF you have enough people on the inside]. Thunderers should NOT enter the room under any circumstance otherwise if a second spawn should occur, they will not be able to help. When prepared, have your party windmill the blue ghasts to death. Or, a safer alternative, lure the ghasts one by one with magnum shot. Hide behind a campfire so that they get stuck, and pummel them with magnum shots. Repeat until the enemy is destroyed.
Lastly, if the key is not in sight by the last ghast(s) have your party play dead BEFORE the last ghast is killed. An elf should finish the job if one ghast remains, or let the thunderers outside finish it. Due to the Ghasts instant detection, they will instantly chase the closest person and kill them upon spawn. Additionally if you play dead AFTER they spawn, they will not de-aggro you until you are dead. If you follow these steps, ghasts should be a sinch.
Phase 4: The Master Lich, once man and now fomor. This creature is just short of fighting a dragon field boss. With the right tactics however, this too can be done with ease.
Congratulations you made it to the boss of Peaca Intermediate, now you have to kill it! There are a couple different methods of defeating this mighty foe, but they all end up about the same. I will share with you the tactic that I feel works best. The first step is to have ALL human characters back up to the far edge of the room prior to the boss room, or even out of that room entirely if possible. Only one human should be used for this first part. With that said, all elves should enter the boss room first.
Once inside the elves should share the location of the Master Lich with the party, its generally in the middle somewhere, the one human outside the boss room should now step forward to catch the aggro of all ghasts, but NOT the master lich. The master lich can easily attack through walls so do everything you can not to aggro it. The elves should do their best to help the human aggro the ghasts [unhiding, having the ghasts chase them to the door and rehiding], as well as keeping the master lich away [unhiding, having the master lich chase them AWAY from the door and rehiding].
Once the ghasts are lured to the door, thunder them through the door, when only blue ghasts remain, go in and windmill them to death. But be warned, do not stray too far into the room or you risk aggroing the master lich and ruining everything. Additionally, whoever is holding the aggro of the blue ghasts should go in last or they risk being killed on sight.
Once the ghasts are toast, the rest should become clear and easy. The most effective way to kill this boss without casualty is windmill spam. However its range of detection is further than the ghasts, and can cast further than anything else in the game. So you must be hasty. Everyone should heal up, transform, mana shield, anything they can to survive any possible first attack. When ready, everyone should mount on their fastest mount and make way for the boss [together!]. Once at the boss, immediately unmount and begin windmilling. If you are quick enough, nobody should be harmed. The boss will be stun-locked until death, and you will have won.
In this video we lure the boss to the door after eliminating most of the nearby ghasts. This is just an alteration of the above strategy. As you can see, the boss is stun-locked and dispatched rather easily.
Another good skill to use when fighting this boss is "Shadow Spirit" due to the un-avoidable damage and defense lowering attributes. If you have a full enough party, a rank 1 and mastered support shooter is also good.
However, even without the above skills being used, this boss shouldn't take more than 5-10 minutes once stun-locked.
:)
Although not worth a full phase discussion due to the one-time appearance of these two fomors, they are more challenging than bats or mimics.
Giant Moth Queen's are fairly easy to take out, but if approached the wrong way, can prove disastrous for a party. A simple and effective method for defeating them is to set up a campfire in the corner of a room as soon as you see them spawn, have everyone gather behind it, and pick them off one at a time using magnum shot. Barrier spikes can also prove useful in case they somehow get around the fire. Although, magnum shot should keep them at bay. Additionally, keep in mind magic and melee are both ineffective against them.
If your party has no range [which shouldn't happen due to the fact you should have at least one elf], life-drain is another effective method to defeat them.
Assorted Information
Sheep Sheering 22 dex, 63 AP
Puppet's Snare 6 dex, 145 AP
Wire Pull 4 dex, 154 AP
Crisis 17 dex, 267 AP
Rising Action 3 dex, 161 AP
Invigorating Encore 9 dex, 286 AP
Marionette control 24 dex, 148 AP
Egg Gathering 15 dex, 45 AP
Fanatic Overrun 8 dex, 282 AP
Inciting Incident 15 dex, 135 AP
Total skill dex: 123 Total Skill AP: 1731
Talents that give dex:
Archery level 16: 105 dex
Cook: 15 dex
Blacksmith: 15 dex
Sewing: 15 dex
Puppet: 15 dex
Total dex from talents: 165
Total future dex: 288 (115.2 range max) (82~ range min)
-
Future will from talents: 110 ; Future luck from talents: 15
Future will from skills: 60 ; Future luck from skills: 30
Total future crit: 26%
Mabinogi had two prior wars (as noted in texts and story line references in mainstream quests). The first and second Fomorian war.
The first war is little spoken of and might be related to how the first arrived in Erinn or how the Fomors first reached Erinn.
The second war is some sort of uprising of fomor population invading human settlements, need to research more. Lugh basically leads the humans to victory and pushes the fomors back by killing their leader (not their god). The Fomors go into hiding for some time (I am lead to assume)
Mabinogi Heroes (Vindictus) takes place after the second fomorian war, but before the present day mabinogi. The story behind Vindictus is said to be that the world was in peril by a fomorian invasion that the humans could not fend against and so heavy rumors of "paradise" began to circulate; if they could kill every fomor in the land they could reach paradise. Erinn.
However little do they know that by doing so all they are doing is opening their old world, Tir Na Nog which is overrun by fomors. It is stated in generation 3, by Cichol, "He [Cichol] also states that Morrighan lied to you because she didn't tell you that Tir Na Nog was in fact, Erinn!" however at the end everything is clarified when: "... Morrighan and Cichol reveal that the land of Erinn is actually the fabled paradise of Tir Na Nog.". Which in fact means that the rumors that are circulated in Mabinogi Heroes is actually sort of a deja vu of something that Might have happened Hundreds of years ago when the Partholon first arrived to Erinn.
It leads us to believe that originally perhaps Lymilark or Morrighan told the humans (maybe the Partholon) who resided in Tir Na Nog that Paradise could be reached by defeating the fomors (or escaping the fomors) and that is how they entered the world of Erinn. Perhaps either their history books were burned in one of the fomorian wars and so they forgot about this tail, allowing it to recirculate or their memories were wiped somehow. Or perhaps, even, the time difference between the Partholons and the Tautha de Danann simply took its toll. Whatever the case, Mabinogi Heroes is just the recirculation of a legend that had once existed (and clearly, already came to fruition). But who brought up the Legend? Was it Lugh, somehow still alive, aiding his people again? Morrighan trying to motivate the humans to not give up against the fomors? Cichol playing some sort of trickery? Mere chance? Or perhaps someone else? Maybe in time we will find out...
(I can't really cite everything here, since I pieced it together, however I will try to list some of my sources)
Several books in mabinogi, including: The Knight of Light Lugh, The Hero of Mag Tuireadh , The Land of Eternity, Tir Na Nog , Book of Tir Na Nog's Doom , and a few others i cant remember
The Glossary surprisingly had some information on things I couldn't look up individually such as the Tuatha de Danann who are decedents of the Partholon and are the current day human residents in Erinn.
Legatus states that five warriors (Lann and Fiona are named) fought dragons some time ago. However he doesn't mention anything about it being during a fomorian war or really when the actual fight incurred.
A quote from Legatus: "The time belonged to the dragons. You can say that 'dragon' was almost like another word for 'time'. Of course, this was way before I existed. Not that my ancestors thought they could control time, but they never did anything for anyone but themselves. It wasn't about taking ownership. It was because they were rather drawn to the idea of conquering anything. They chose themselves over the entire world and they were able to do this because only they could surpass the speed of time and still exist. Dragons could exist even if the rest of the world were destroyed. This is why Humans had no choice but to fight for time and take over the world. The heroes including Lann, Fiona, and three others will never be forgotten... [ironic because he doesn't mention their names] Coincidentally, the five heroes didn't challenge the dragons with the intention of saving the world. All they really wanted at first was to live their lives to the fullest and welcome all challenges. It was fate that led them to fight the dragons. (Player), what does fate have in store for you? The choices you make will determine your fate. But remember, your choices will not only determine your fate and mine, but the future of Iria also depends on you."
The enhancement, or strengthening, system involves increasing the stats of already upgraded weapons. The catch with this system is that only particular weapons can be upgraded, the weapon must already be gem upgraded, and the weapon may lose durability beyond the first enhancement.
The way it works is you choose an enhancement path based on your preferences. You may choose damage or you may choose critical max damage. Upon choosing which path to follow, you will be prompted to insert a crystal (obtained via shadow missions reward chests) into the enhancement window. For the first enhancement you are guaranteed success, for the second enhancement (and beyond) you have a 50% rate of success. Should you fail, your weapon will go down an enhancement rank. All weapons start at +0 and cannot go below that, +0 is not shown.
When an enhancement succeeds your weapon is given a +1, +2, or +3 next to its name. The current cap, and possible permanent cap, is 3. Each enhancement increases the desired stat by considerably more. The weapon also becomes personalized and cannot be traded(?) or stored on pets.
A +3 max damage enhancement on any [possible] weapon will increase max damage by X and minimum by Y. Weapons of this type are marked with (S).
A +3 critical max damage enhancement increases damage when landing a critical hit by X%.. This number is a multiplier, this means it applies to your character damage and not just the weapon itself. For example, your weapon has 100 maximum damage but you as a character, with the weapon equipped have 300 maximum damage. When you critical (assuming maximum output) your damage will be 300 (base damage by character) multiplied by 2.5 (critical damage at rank one, 150%) multiplied by 1.26 (assumed enhancement bonus rate). [For those bad with word problems, the equation would be 300 * 2.5 * 1.26 = 945 which, without enhancement would only be 300 * 2.5 = 750]. Weapons of this type are marked with (R)
Dependent on which enhancement path you choose, your weapon will glow. Blue for maximum/minimum damage, red for critical maximum damage. At level one the glow is not visible. Level two it is faint. Level three it is strong and flashes when enemies are hit(?).
Weapons can only be enhanced at specialized blacksmith posts. These are located in Dunbarton, Tara, and two other locations.
Magic: Lightning Wand, Ice Wand, Fire Wand, Trinity Staff
One-Handed Swords: Gladius, Falcata, Broadsword, Dagger, Dirk (?), Great Sword
Knuckles: Bear Knuckle, Hobnail Knuckle
Two-Handed Swords: Claymore, Highlander Claymore, Dragon Tooth, Glory Sword
Blunts/Axes: Francisca, Battle Hammer, Broad Axe, Bipennis
Bows: Elven Long Bow, Leather Long Bow, Wing Bow
Cylinders: All Advanced Cylinders that come out in G13
One-Handed Swords:
Maximum Damage Level one: +3 max +2 min Level two: +8 max +4 min Level three: +13 max +6 min
Critical maximum Damage Level one: +4% Level two: +11% Level three: +18%
Two-Handed Swords:
Maximum Damage Level one: +5 max +2 min Level two: +13 max +6 min Level three: +21 max +10 min
Blunts:
Maximum Damage Level Three: +13, 16, or 21 max respectively +6, 8, or 10 min respectively
Critical maximum Damage: Level one: 4% Level two: 11% Level three: 18%
Bows:
Maximum Damage Level one: +5 max +2 min Level two: +13 max +6 min Level three: +21 max +10 min
Critical maximum Damage Level one: +6% Level two: +16% Level three: +26%
Wands:
Maximum [magic] Damage
Critical maximum Damage
Level one: +6% Level two:
Level three: +26%
Trinity Staff:
Maximum [magic] Damage Level one: +3 Level two: +6 Level three: +9
Critical maximum Damage: Level one: +6% Level two: +12% Level three: +18%
Cylinders:
Maximum [alchemic] Damage
Critical maximum Damage
MaiGear
Round Dexterity Chinese Dragon Helm
Expansive Dignified Chinese Dragon Gauntlet
Ancient Darkness Chinese Dragon Armor
Oasis Viscount Birnam Plate Boots
Light Lilly Ring/Precise Lilly Ring
Critical: 31%
Maximum Damage: 54
Dexterity: 45
Luck: 35
Will: 15
MP: -5
Strength: -5
Defense: 14
Protection: 8
HP: 9
Stamina: 6
Max (Dex included): 72
Critical (Luck/Will included): 39.5%
Max damage build:
Shadow Hunter Horn Battle Sword(s)
Stout Earthquake accessory x2
Oblivion Wild Boar (?) Glove
- Ideal Twister Owl -.-
Fleet Viscount Boot
Oblivion Dexterity Helm
- Might just stick to Round Dex
Returned White horse clothes