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User talk:Code 2008

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Thread titleRepliesLast modified
Partners121:57, 18 May 2012
Future Content116:35, 8 May 2012
"Monks"?318:58, 18 April 2012
Commerce Profit Between Dunbaraton Belvast216:33, 18 April 2012
Merchant destiny gathering exp406:47, 14 April 2012
Partners118:48, 27 January 2012
Server status'011:46, 11 October 2011
Please Stop117:12, 13 June 2011

Only Commerce Partner/Menma can be summoned in commerce/adds commerce buffs. (Also, do you have a Skype?)

Pyro - (Talk)00:15, 14 May 2012

Yeah, I have Skype. It's [Deleted] (I'll be deleting this in a day so I don't have random adds)

Code 200805:17, 14 May 2012

Future Content

Please use the FutureContentSection tag for sections of articles as the normal tag categorizes the whole page as FutureContent and is only meant for those pages.

Pyro - (Talk)16:21, 8 May 2012

Ah, my bad. I wasn't sure what the correct tag was. My apologies.

Code 200816:35, 8 May 2012
Pyro - (Talk)09:11, 18 April 2012

Yes, after looking into the files, they've localized the "Fighter" Destiny as the "Monk" Destiny.

I can provide a screenshot of the client files if you wish as proof?

Code 200818:24, 18 April 2012

No, the files state "Fighter" There is the contents of job.english.txt from language.package:

0	Adventurer
1	Warrior
2	Mage
3	Ranger
4	Merchant
5	Alchemist
6	Adventurers can freely use most skills and equipment. They are versatile, a jack of all trades, but they have a difficult time specializing in any one thing.
7	Warriors are proficient with most weapons. They run right into the heart of battle, since their skills are mostly close-ranged. Their thick metal armor protects them from the enemies' blows.
8	Mages wield incredible magical powers and can even heal their teammates, but it is not easy for them to master their abilities. The path of a Mage requires patience and determination.
9	Rangers are agile and light on their feet, masters of bows and arrows. They keep their distance from enemies, supporting their allies with ceaseless long-ranged attacks.
10	Merchants are schooled in the arts of business and trade. They are able to craft various medicines, weapons, and tools. They're weak in combat but can gain EXP through selling goods.
11	Alchemists have spent years studying how to change the properties of different substances. They reap the benefits of their study by being able to perform powerful attacks using cylinders and crystals right from the start.
12	Merchants can craft various outfits, weapons, and tools.\nThey aren't the strongest in battle, but they can gain EXP through Collection, Production, and Commerce.
14	Fighters unleash an endless barrage of attacks on enemies with knuckle weapons. They excel at one-on-one battles, keeping their foes off-balance as they deal large amounts of damage.
16	Fighter
17	음유시인
18	악기를 이용해 적을 공격하거나 음악을 연주해 전황을 변화시킬 수 있습니다.
TheFarix18:51, 18 April 2012

My apologies then, I was looking at the 105_to_106, which I assumed were the most up-to-date files since they were released yesterday.

Code 200818:58, 18 April 2012

Commerce Profit Between Dunbaraton Belvast

Tested it this morning.

Grabbed 7 Skeleton Armours this morning in Belvast and went to Dunbaraton and traded them.

Received 0 profit.

It has been implemented. Test it yourself if you don't believe me. I can provide you screenshots if needed.

Kingofrunes13:39, 18 April 2012

The prices do sometimes turn 0, you know. Doesn't mean it's always 0.

Pyro - (Talk)15:56, 18 April 2012

You're right. I was mistaken. Was in a rush this morning and made an assumption without further testing.

Kingofrunes16:33, 18 April 2012

Merchant destiny gathering exp

I saw the table you added to about the exp gained from gathering things with merchant destiny. Do you think a table that lists the exp gained from making an item (through tailoring, blacksmithing, etc.) would be appropriate as well?

Yinato13:15, 13 April 2012


The exp gained from making an item is just double exp compared to non-Merchant Destinies.

Code 200820:32, 13 April 2012

Hm, I meant adding the exp from blacksmithed and tailored items while not using the destiny (seeing as how the information for those two skills with or without the destiny is non-existant to begin with).

Yinato06:25, 14 April 2012

(He barely touched the table.) It would probably be beneficial to add the exp value to the tailoring table as exemplified in this page. However, it will take time to gather all the data. It would clutter the gathering table if we put it there, though.

Pyro - (Talk)06:37, 14 April 2012

True, but I already did put a more detailed version of the idea out there on the life skills discussion page a few days ago. I just meant adding the data to the template (only brought it up in merchant gathering exp table because it was similar to what I was thinking about). Also, I agree that it will take time, but changing/adding to a pre-existing template would anyway.

Yinato06:47, 14 April 2012

Dual wielding Elsinore Swords was not purposefully implemented, it's a glitch. And are you sure all partners add a commerce slot? Or just Menma?

Pyro - (Talk)18:38, 27 January 2012

I was unaware of the glitch of the Elsinore swords, I was merely going off the picture that my friend showed me from the JP servers.

And yes, both Partners get 1 extra slot and an additional 100 weight limit (so 1000 for Horses, 1800 for Elephants).

Code 200818:48, 27 January 2012

Server status'

How about we leave it alone for an hour and then change it back?

To avoid flooding of RC

Aubog00711:46, 11 October 2011

Please Stop

Those quests do not belong in G9, they belong in NPC Quests. They have absolutely nothing to do with Generation 9.

Pyro - (Talk)10:50, 13 June 2011

You accuse me as if I keep doing this. Do not talk down to me like that. I had no idea and there was no notice of it on the front page. I'm not going to just check the Policy page every time I come to the Mabi Wiki.

God forbid I was just trying to help because this wasn't implemented the last time I saw it and was trying to fix it.

Code 200817:12, 13 June 2011