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UserWiki:Maugre
For use of anyone who's planning on putting in images: http://wiki.mabinogiworld.com/index.php?title=Category:NeedPicture
Back from the dead?
Maybe.
Wiki-editing skills:
I'm good at pictures; I know when it's a quality one to upload, and when something should need replacing... Essentially, if it can get an upgrade, and I can get the upgrade, I will.
I can code, but barely. I need to tinker a bit with existing codes in order to make it work, but like I said, I can if I need to.
If I make errors... I apologize. If I make spelling/grammar errors... I'll shove a toothpick in my eye, because I pride myself in NOT making them.
This area serves as a section for me to post random ideas for skills. May or may not have much here, but feel free to browse.
Reaper Talent
(Idea by Kikikate, was working with her for ideas ouo)
(Small damage increases from all Int, Str, Dex, Will, and Luck, rather than large bonuses from one or two. Reason: the Grim Reaper is a sort of "neutral angel".)
-Reaper Mastery --Basic skill that increases the abilities and damage of reapers. Increases 1 str, int, dex, will, or luck each rank, in that order. Example: rF, +1 str. rD, +1 int. rC, +1 dex, etc.
-Scythe Mastery (Reaper's Scythe: Slower speed than Chain Whip, higher damage.)
--Increases damage with a Reaper's Scythe. Gives the same stat increases as Reaper Mastery.
-Whip Mastery (Reaper's Chain Whip: Lower damage than scythe, faster speed.)
--Increases damage with a Reaper's Whip. Gives the same stat increases as Reaper Mastery.
-Chain of Command
--Controls an enemy similar to the way possessed bone monsters are controlled when you use Spirit Crystals. Control time increases as rank increases.
-Angel of Death
--Teleports you behind an enemy. Causes damage at rank 9, increase at rank 5, and a small chance to instantly kill non-bosses at rank 1. Range increases with higher ranks. Does not cause knockback unless the enemy dies.
-Soul Steal
--Acts similar to life drain, but the enemy is stunlocked and you are unable to move during the drain, and the enemy cannot die from the attack unless all health is drained from it. Higher ranks do more drain, but not faster. Cooldown:2-5 minutes
-Shadow of the Abyss
--Temporarily makes you immune to all attacks, with increased movement speed. Unable to attack while the skill is in use.
---"Use the skill to get out of combat 25 times." "Use the skill to get out of combat with low health 10 times."
-Execution Binding
--Summons chains to bind opponents for a time. Higher ranks increase time bound. 10% bonus damage to enemies bound at rank 9, 15% at rank 5, 20% at rank 1.
-Soul Release
Warning: Outdated. While some will continue to hold true, many things have been changed.
Pro:
Long-ranged, good damage, fast charge at higher ranks. Uses generic crystals. Barrier Spike accessable.
Con:
Less damage the farther from the target. At low ranks, slightly slower charge than flame burst.
Notes:
A very popular alchemy skill, for good reason. Although the damage is less than flame burst, it is generally used more from a distance, so you dont have to get right up to enemies, and still gives fair damage to them. It can quickly kill multiple enemies if strong enough, so it may be better for more experienced players rather than new ones.
Rain Casting
(Also counts as wind and clay alchemy)
Pro:
Increases water cannon damage and life skill success rates while under the cloud, shoots lightning at rank 1.
Con:
Relatively useless in battle, slow charge and usage time. Somewhat difficult to obtain crystals.
Notes:
Although it increases water damage, not reccomended in a battle due to the long charge. It may be useful/cool to cause a thunderstorm, but that requires rank 1, so be prepared to waste ap on a few useless ranks.
Frozen Blast
(Also counts as wind alchemy)
Pro:
Easily freezes blinkers, can freeze multiple targets at once. Lowers protection and defense of target upon success.
Con:
Not a 100% guarantee you'll freeze the enemy. Cant freeze blinkers mid-air. Instant aggro when used. Somewhat difficult to obtain crystals.
Notes:
A useful skill if ranked up, can very easily freeze blinkers due to their low CP. They'll also lose some protection and defense (how much determined by the rank of the skill), making it easier to kill them off. Be careful, though, because if you fail to freeze it, you'll have an angry blinker instantly aggroing you.
Overall Water Alchemy Notes:
A useful skill set, but mostly situational. Water cannon
Pro:
High damage skill, stuns enemies for a period of time, hits multiple enemies. Uses generic crystals. Doesn't attract aggro.
Con:
Short range, locked in place while using. Not Barrier Spike accessable.
Notes:
Also very popular for good reason. As it doesn't attract aggro, it can be used on enemies that are attacking a team mate without getting aggro'd by them, and keeping the team mate safe from attack while the flame goes on. It can also be used on enemies that only "notice" you unless you attack them (! instead of !!), making it an excellent skill to leisurely kill ancients that have high hp, but dont generally attack unprovoked. It's slow, but high damage makes it a skill for someone who prefers damage over speed, and may be a better choice over water cannon for starting alchemists because of this.
Pro:
Nearly instant charge time, very high damage, and makes distance between the user and target. Uses generic crystals. Barrier Spike accessable.
Con:
Difficult to obtain the skill, uses 5 crystals per use, requires building pressure from other alchemy attacks before using. Takes a lot of AP to rank, even at low ranks.
Notes:
A useful skill to have, fire alchemist or not. While you can't rely on it for a whole battle, it can come in handy in a pinch, either finishing an enemy or getting it away so you can regroup.
Shock
(Also counts as wind alchemy)
Pro:
Stuns all enemies within range, Damages enemies over time, can be used on team mates, golems, and tamed animals.
Con:
Enemies that would normally aggro you will aggro instantly (Example: 1 skeleton would aggro you on its own normally, so if you use shock, only one will aggro instantly. If facing enemies that multi-aggro, the max that can aggro you WILL aggro you.). Somewhat difficult to obtain crystals. Very difficult to obtain the skill. Long cool-down.
Notes:
A useful skill if you like sitting back and watching enemies be electrocuted to death. While it attracts aggro easily, unless they're fast or near you, the bolts will keep them at bay, so don't expect too much trouble until it runs out. At higher ranks, the cool-down isn't much issue, because of the length of shock being nearly the same as the cool-down. Gains boosts from fire and wind alchemy masteries.
Overall Fire Alchemy Notes:
Useful for a person who prefers pure damage over speed. The skills are more difficult to obtain and rank, but can be worth it in the end.
Earth Alchemy Mastery:
(In Progress)
Pro:
Useful for preventing enemy movement, and defending yourself while damaging enemies or regrouping. Higher ranks means the barriers will take more damage and last longer, and you can create more barriers for defense. At rank 9, barriers will damage enemies who attack them with melee, and at rank 5, it does the same thing, but also allows ranged attacks, magic, and alchemy (with exceptions) to attack enemies over it, without enemies being able to attack you with ranged/magic/alchemy over your own barriers. (Note: I have noticed on some occasions, in higher level shadow missions, corrupted alchemists have somehow hit me over my barriers with wind blast and water cannon. I'm not sure if it's a bug, but be cautious.) Also, it takes very little resources, and is possibly the fastest to gather for, making it ideal for requirements for creating crystals.
Con:
Does nearly nothing effective until at least rank 9, and still only becomes most effective at rank 5. The most barriers you can have at once (per person), is 4, which requires rank 1. Splash attacks will damage them if within range.
Notes:
An extremely useful skill to rangers, mages, and alchemists alike when at rank 5, which isn't too hard to get. Very easy to make, which means very easy defensive structures that you can attack enemies over, which cant be a bad thing.
Sand Burst
Pro:
Can be charged multiple times, and fired like icebolt. EXTREMELY useful against Blinkers. At high ranks, most normal enemies can be blinded.
Con:
Enemies instantly aggro, even if not blinded. Duration of blindness does not extend if enemy is hit multiple times. When an enemy is hit, the blindness ends.
Notes:
A useful skill to have, but pretty much only useful for blinkers. Definitely rank it up, but if you're not planning on using it on blinkers right away, you should save it as a later skill to rank as opposed to a sooner one.
Pro:
Summons a very powerful golem. High ranked skills that do massive damage, especially with a critical hit. Allows you to attack enemies without being near them, and without risking your own neck to fight.
Con:
Leaves the alchemist in control extremely exposed, and unable to defend themselves; upon getting hit, the controller loses the control of the golem. Rank 6 windmill so it's strong, but still has the lowest range windmill can have. DOES NOT ATTACK ON IT'S OWN (Unless the golem is attacked by an enemy, in which case it'll temporarily start defending itself).
Notes:
Extremely useful to have ranked high, as alchemists would be unable to fight things that are immune to magic. It doesn't help against things that are immune to melee, but it's definitely useful to have. The only reason I wouldn't recommend it is that it counts as transmutation alchemy, and if you wanted double training, you'd need to switch to that.
Pro:
Sends enemies flying. Higher rank means farther distance.
Con:
Very weak. Higher ranks increase damage, but barely. Multiple uses create a large cool-down. Doesn't work on enemies who cant be knocked down, such as blinkers, but still causes the damage.
Notes:
A useful skill for all alchemists to have, even at low ranks and with low damage, for sending enemies flying away, creating useful distance. The close you are to the enemy when it's used, the farther it's sent back, referred as "blasting away" the enemy in the training requirements. You can use this distance to charge another alchemy skill, or if you use it correctly, can be used after other alchemy skills to send an enemy back, and activate Heat Buster at the same time.
Other Alchemy Skills:
Alchemy Mastery
Notes:
Obviously an important skill for any kind of alchemist. This skill boosts Mana, Stamina, and the success rates of alchemy production skills. The difficulty in training the skill is countered by a somewhat lenient amount of AP used for each rank, the max being 15 for rank 1. At rank B one can apply to become a Royal Alchemist, however high ranks in many alchemy skills is recommended if you seriously want to become a Royal Alchemist.
Life Drain
(NOTE: Life Drain counts towards each alchemy mastery, and gains boosts from each.)
Pro:
Heals you if you have any hp less than full. Knocks enemy back after healing. Difficult to create and obtain crystals. At high ranks, restoration rate is increased as well as damage from stealing health and knock back.
Con:
Slows enemies to a walk, but doesn't prevent attacking. Can't be used if hp lost is wound.
Notes:
A useful skill, but only effective in some situations. Can easily be used to regain health from weaker enemies that haven't targeted you, if you're in need of it, but it can quickly turn against you if used on an enemy that will survive the attack fight back. A good skill to rank, as it gives HP, and obviously can help you stay alive by healing yourself while killing enemies.
Chain Cylinder
Notes:
Another skill any alchemist should have. This allows, within a set percentage depending on rank, to load more than one alchemy crystal at a time. This can be very useful in situations where you need to constantly damage over and over, or even where you're sitting back and killing enemies from afar. It can be slightly difficult to obtain, depending on your luck, but spamming alchemy skills on weak enemies like foxes or raccoons will eventually land you this skill. It needs to be manually activated each time you log in, change channels, or shut it off (obviously), but doesn't deactivate upon death, like meditation. It also costs nothing to have on at all times, where, for example, meditation forces you into a walk or doubles wear on a wand.
Fragmentation
Notes:
A slightly less seen alchemy skill, due to the fact that it's geared more towards life skills than alchemy. This skill breaks down items into their components, turning things like shirts back into silks or fabrics. More useful at higher ranks to decompose items into more and more supplies, however (correct me if I'm wrong, I don't often use this skill.), you can only at max get exactly how much was needed to create the product. In theory, if someone were to tailor something perfectly, only getting big successes, then decompose it perfectly, they could get more out of it than they put in (remember, this is just my theory based on what I know).
Synthesis
Notes:
Synthesis is a skill that is more of a life skill, but is definitely alchemy based most of the time. It can be used to combine multiple items, and create a better one, or in most cases, fail horribly and get nothing out of it. However, fixed recipes are useful, such as ice mines or duplicating crystals. The most common application of synthesis is the duplication of crystals, which requires one holy water, one arat crystal, and one crystal that you wish to multiply. At low ranks it can have a low success rate, but even then be very useful to get more crystals. Some crystals cant be duplicated, but most can.
Mana Crystallization
Notes:
A less commonly used alchemy skill, but still a somewhat useful one if you plan to rank Alchemy Mastery or just want extra MP. This skill takes 5 charges of Ice Spear, Thunder, or Fireball, combined with the corresponding elemental crystal to create a crystal that can be used in battle to fire that type of intermediate magic out of a cylinder. The load time for these crystals is very slow. Due to this, not many people use this skill for the actual skill instead of spare MP, but having rank 1 fireballs in your pocket couldn't possibly be a bad thing.
Transmutation
Notes:
This skill is useful when focusing on the "Alchemy Life Skills" such as Synthesis, Fragmentation, Metal Conversion, and Mana Crystallization. The higher the rank, the more it increases the success rates of these skills. It increases the quality of magic crystals and grants MP, as well. A useful skill for an alchemist, because most alchemists spend time creating some type of crystal from time to time.