Mabinogi World Wiki is brought to you by Charlie C., Coty C., our other patrons, and contributors like you!!
Want to make the wiki better? Contribute towards getting larger projects done on our Patreon!

User:Rydian/Equipment Tips

From Mabinogi World Wiki
Jump to: navigation, search

Intro

This page is a list of suggested weapons and armors, mainly aimed at informing newer or returning players of good choices they can get now or save up for in the future.

  • This is not an endgame gear guide, it prioritizes availability, cost, and efficiency over min-maxing a few more stat points.
  • All listed repair costs are at the 98% chance.
    • Repairing items at lower repair rates costs a lot less, but will also wear the items out much faster.
  • Damage value listed is max damage after upgrades have been done.
    • If a range is listed, it means it varies based on upgrade choices, crafting rolls, and things like that.
  • Demonic weapons require a specific master talent to wield. Players without that master talent literally cannot use them.

General Tips

  • Upgrade your equipment.
    • As you use weapons/shields and body armor, they'll gain Proficiency. Upgrade them at NPCs for better stats.
  • Protection is better than Defense.
    • Defense is a flat damage reduction, Protection factors into a percentage damage reduction.
    • If you were to take a 500 damage attack, 25 defense reduces it to 475 damage, but 25 protection reduces it to 345 damage.
  • Max damage is generally the best stat to increase on non-magical weapons.
    • The main exception is the rare few weapons that have Piercing, you should always get Piercing upgrades.
  • For magic weapons, focus on Magic Attack.
    • Artisans can give a large amount of Int which can be better than Magic Attack until you reach endgame stats, but are heavily randomized.

Armor

Body

Sets

  • Set armors generally have a Set Bonus if you get 10 points total.
    • You can mix and match pieces to get an effect, check the link out for more information.

Armor

Light

  • Light Armor doesn't penalize any stats, so it's useful for archery, puppetry and fighter.

Heavy

  • Heavy armor is expensive, cuts dexterity when worn, and lowers third-chain fighter skill damage.
    • However it has the best defensive properties with no downsides for melee, magic, gunner, ninja, and alchemy.

Other

  • Most things in the head/hand/foot aren't very defensive, but stats are stats and it's a place to put enchants.

Hats/Helmets

Gloves/Gauntlets

Shoes/Greaves

Shields

  • Simply holding a shield grants large invisible defensive bonuses.
    • Guard Cylinders can use some Alchemy skills, allowing for easily mixing them with melee or magic.

Weapons

Melee

  • Due to Bash and Final Hit being so strong, normal speed or faster weapons are preferred.
    • Weapons that are normal speed or faster can attack twice with one activation of Bash, greatly increasing DPS.

1H Swords

  • If dual-wielding swords, the Balance stat can be mostly be ignored due to all the balance bonuses from skills.

2H Swords

  • Higher Smash damage, splash can hit multiple enemies, only need to repair one thing.

1H Axes

  • Axes can temporarily reduce enemy defenses when using Smash.
    • This lets you and/or your party deal more damage to that target.
  • Ideal for use with a shield since nobody can dual-wield them.

2H Axes

  • Slow, but highly-damaging, getting the higher multiplier from Smash.
  • Axes can temporarily reduce enemy defenses when using Smash.
    • This lets you and/or your party deal more damage to that target.

1H Blunts

  • Blunts can temporarily daze enemies when using Smash, which prevents the target from loading any magic or alchemy skills.

2H Blunts

  • In general, the 2H axes perform better so use one of those.


Ranged

  • Difficult for people with higher latency, but huge theoretical DPS.
    • Higher range improves aim speed.
    • Attack speed affects reload time.
    • Can use Sharp Arrow Bundles for a damage bonus.

Bows

  • Guns'N'Roses Bows 'N Arrows

Crossbows

  • Lower range, but more freedom of movement and they tend to have a piercing upgrade.


Ninja

  • A variety of attacks, some crowd control, and the ability to rapid damage enemies at range.
    • There's only one weapon style for this skillset, I just wanted the categories to match.
      • Pretend I said something else helpful here.

Shuriken

  • Rapid normal attacks can pick off lots of enemies at a distance.


Magic

  • Some of these can be upgraded for less MP use, but it takes up slots that more damage upgrades could use.
  • Most magic weapons also have a very high possible Int artisan, granting lots of extra magic damage if you're lucky.

Staff

  • Able to use all three magic levels (basic/int/advanced), but doesn't specialize in any of them.

Wand

  • Able to use basic/int magic, can specialize in one type or the other.