Mabinogi World Wiki is brought to you by Coty C., 808idiotz, our other patrons, and contributors like you!!
Want to make the wiki better? Contribute towards getting larger projects done on our Patreon!

NOTICE: Seems like daily VIP shadow missions may be wrong occasionally!!

I'm blocking like thousands of bot accounts so if you were accidentally banned please get on the Discord and ping Kadalyn!

User talk:Tellos

From Mabinogi World Wiki
Jump to: navigation, search

Hey there new user. I'd just like to point you to the policy; if you don't contribute in some way to the wiki by Friday, your user page will be deleted. Thanks for joining. ---Angevon 13:46, 31 August 2009 (UTC)


I'd like to point out that the lightning and thunder are both available in NA pending on the skill.

Paladin PDs

Hmm, you do have a point.

With r6 Pally Heavy Stander (rF other PDs), it does activate a lot more frequently than the others. --Mabiwar 00:15, 21 December 2009 (UTC)

On Elementals.

I made a section on the Elementals discussion page that I'd like you to read. --Phunkie 06:02, 4 March 2010 (UTC)

drop & crits

While I'm pretty sure that drops aren't luck dependent, I seem to have more drops when I crit. thoughts? -- ladywinter ~{talk | contribs}~ 02:26, 22 May 2010 (UTC)

Sheer coincidence I guess? Maybe you just remember the drops yo got when you were critting, or perhaps you just crit a lot :P Tellos 02:30, 22 May 2010 (UTC)
no I have a crit gear and reg gear and I appear to get more drops wearing crit gear. well and/or wearing -cp stuff. x.x; -- ladywinter ~{talk | contribs}~ 04:33, 28 July 2010 (UTC)
From the drop data I've seen the drop rate is CP related and lucky finishes only influence gold drop rate. Apparently the drop rate is .5~1.25x depending on the CP ratio. Tellos 04:36, 28 July 2010 (UTC)
iiiinteresting. That explains why I used to see more ar9 drops XD, and not so much now. -- ladywinter ~{talk | contribs}~ 04:41, 28 July 2010 (UTC)
I can't be certain but I believe its Boss: 1.25x, Awefull 1.15x, Strong 1.05x, Normal 1.00x, Weak .75x, weakest .5x. Of course its not those EXACT values but thats the generalization based on the cp ratio. Tellos 04:43, 28 July 2010 (UTC)
So all I have to do is slap on a CP shield and set the party finish to anyone in the party and just finish them off with my shield on? Sounds easy--Aubog007 14:42, 28 July 2010 (UTC)

KR test

how do you cast other adv spells with trinity staff? can you cast the adv magic on a clean staff? so the only thing you need to do is cast the basic bolts and that's it? Do you need to fire the bolts first?--Hengsheng120·TALKCONTRIBS 00:45, 17 July 2010 (UTC)

My FRAPS videos have not been encoding properly lately so I haven't been able to make a YT video but basicaly every time you use a bolt spell with the trinity staff it temporarily charges it. Like if I load up 5 ice bolts and fire them, after firing about the 4th cast the screen will flash and some korean message flashes on the screen which I assume says something about it being charges with ice to 1 (this is based on familiar character forms). If I continue to spam the ice it'll do it again, except with 2 followed by 3. The tip of the staff with the 4 points gets a blue glowy ball which grows with charge state in it and ice bolts get a special graphic on impact, as well as increased damage with each charge level (approximately 20%, 40%, and 80%). After 3 "charge ups" from shooting ice bolt I can use ice spear untill it deteriorates back to charge level 2 over time, then I have to use ice bolt to bring it back up. Takes about 30 seconds for it to drop from charge 3 state to 2. The same thing occurs with firebolt and fireball and thunder and lightning. Firebolt causes a flaming graphic in the 4 prongs and lightning an electric one. Fireball is hardly practicle since it takes 25 of the 30 seconds and if it deteriorates to lv2 you cannot charge fireball anymore. It should also be noted that intermediate magic has no cast animation right now with the trinity staff but is otherwise unaltered. Since the trinity staff is not a wand, you cannot mix magic or use bolt composer with it regardless of the charge level. A few other things of note, Intermediate magics have all had their damaged lowered by 20% and the trinity staff is bugged and doesn't lose durability on magic cast right now. Its kind of nice since the trinity staff is about 9.8k per point at stewart. Tellos 01:29, 17 July 2010 (UTC)
Thanks for explaining--Hengsheng120·TALKCONTRIBS 02:04, 17 July 2010 (UTC)

You can read korean right

Can you help me with some translations? ~kotarou3 TALKCONTRIBS 03:06, 31 July 2010 (UTC)

Nope, I can just read google translate as I am excelent at english linguistics and cross language contructions. Tellos 19:18, 31 July 2010 (UTC)
Hmm... Still good to me :) I'll ask you when I need a bit of help ~kotarou3 TALKCONTRIBS 00:24, 1 August 2010 (UTC)

Elf Ranged Attack Alone Does Not Cancel KB stun --Hengsheng120·TALKCONTRIBS 19:17, 27 August 2010 (UTC)

I am fully aware of this. It is related to the programed State Cycle in the game's coding. Normaly It goes Pushback-hit->Bounce-Hit->(Rising)->Free but when an elf does it, it goes Pushback+Bounce due to the double hit. The second arrow of elf ranged carries a neutral hit-weight so when it calls for a bounce, the stun time and blow-away distance are 0 so the previous state is set to null while the enemy waits for the new hit. When the skill is fired again the arrow impacts the monster setting the knockdown gauage to 100%+ and checks the state. Since the state is null, it loads in the next correct state which is pushback+bounce and the whole thing starts over. It should be noted that elves CAN reset an enemy's animation if and only if the enemy is hit during bounce from some external source. This is due to the nuetral hitweight of the second hit being applied to the rising enemy. Tellos 19:36, 27 August 2010 (UTC)
By deleting "Unlike Human Ranged Attack, Elf Ranged attack does not cancel knock down animation when used alone." I assumed you disagree with it. I pointed out that it's unlike Human Ranged Attack, because different tactics can be used and "cancel knock down animation" generally refers the monster being freed after any consecutive attacks, i also specified that it must be used "alone". If recall correctly, Elf Ranged Attack does not cancel Elf Magnum kb, where as rapid human ranged attack (or AR) will cancel kb stun on the second shot, with the first shot making a bounce and second shot stun-cancelling.--Hengsheng120·TALKCONTRIBS 19:56, 27 August 2010 (UTC)
Ah I wasn't disagreeing with it. Its entirely true. I was trying to clarify the page since it said they could never reset the animation which is false. They can only reset enemies who are in Bounce, however bounce is not recognized as any sort of mabinogi jargon so it wouldn't work to say that on the page. Tellos 21:17, 27 August 2010 (UTC)

Redirect Pages

If the redirect page had not been created in the first place, it would redirect fine without any complications, but because the page has been made and deleted, it will not redirect in a friendly manner. In addition, a redirect page with the same name as the destination page is pretty redundant, since it is going to be the first result that shows up in the search list, making the redirect pretty useless. Take Watermelon Shaved Ice for an example (a random page I landed on using Random Page). No matter how you type it in the search bar, it will always take you to the correct page. --κєνıи тαıĸ«) 05:08, 5 October 2010 (UTC)

When updating the G12 demigod skills I noticed that typing "eclipse of wings" into the search bar would fail to redirect, so I created one. Its done this for several other pages (Notably pages that have uneven capitalization like "First second Third" or "first second Third". I have never seen a previously deleted page forcefully supress a natural redirect before. Tellos 21:31, 5 October 2010 (UTC)

Duplicate Page

How was I supposed to know that there was already a page for it QQ ~小太郎 TALKCONTRIBS 2011:01:19:07:57 (Wednesday)

Look before you leap Dx Tellos 23:58, 18 January 2011 (PST)


Thread titleRepliesLast modified
Temporary Category622:55, 25 September 2012
50% protection for gients in trans117:45, 24 October 2011
Bare handed stats401:40, 7 March 2011
Weapon Grades310:41, 31 January 2011
Your Weapon Template115:04, 25 January 2011
Can you message me on IRC?018:39, 12 January 2011
Shadow Spirit and Brionac.110:04, 7 January 2011
Arachne220:10, 29 December 2010
Introductions123:11, 28 December 2010
Yoshimitsu520:00, 23 December 2010
Purposes of Monster Equip Pages119:50, 21 December 2010
crop the icons better!003:00, 15 November 2010
crop the icons better!002:59, 15 November 2010

Temporary Category

Edited by author.
Last edit: 22:55, 25 September 2012

I've added a small snippet into the weaponbox template in order to quickly differentiate pages which need updating. The category is here. Don't make the page!

κєνıи тαıĸ«)19:48, 30 January 2011

Er. Give it some time to refresh. I accidentally put it the other way around first. :c

κєνıи тαıĸ«)19:51, 30 January 2011

I forgot I needed to specify a seperate stun time for Cylinders. Working on the switch now Dx.

Tellos19:52, 30 January 2011

Haha, take your time.

κєνıи тαıĸ«)19:53, 30 January 2011

Oh. No wonder it took so long to refresh. I put the wrong parameter. fixd'. :x

κєνıи тαıĸ«)19:56, 30 January 2011

Alright got that condition working, since all cylinders have the same stun.

Tellos19:56, 30 January 2011

Since I want the new template to auto-categorize. What are the different "Needs" categories? This way as soon as it no longer needs something it'll remove itself from the category page.

Tellos20:00, 30 January 2011

50% protection for gients in trans

could you tell me how you came to this conclusion?... please? :< (has R1 WindGuard and wants to be able use it effectively)

Kizuurei13:49, 24 October 2011

Max Reactive X grade clothing with max artisan: 8%
2% prot helm (synthed) w/ burg bear: 3%
2% prot gloves w/ burg bear: 3%
Armored boots: 2%
Accessories with 3% prot enchant x2: 10%
Trans prot passive: 18%
Weapon w/ burg bear enchant: 1%
3 prot Shield w/ enchants: 6%

Total: 51%

Tellos17:44, 24 October 2011

Bare handed stats

It doesn't seem like Status would be the best place to put them. That page is used as an explanation of character stats, how they're raised, what they do, etc.

If they don't warrant their own page, I think the snippet is more suited to be on Category:Weapons or possibly Character... but the reason I created that page in the first place was that the stats weren't written down anywhere to begin with.

Domirade [Tarlach]18:52, 6 March 2011

Well don't make a weapon page for bare hands. They aren't a weapon.

Stats: 0~8, 10% critical, 30% balance, Normal 3-Hit

Tellos19:29, 6 March 2011

Ah, you're right, my apologies. I didn't notice that "items that can be equipped as weapons" was specified on the category page. /facedesk

I'll look for a suitable place to include them, then. Do you happen to know their splash radius/angle?

Domirade [Tarlach]20:10, 6 March 2011

Same as a fluted short sword.

Tellos01:13, 7 March 2011

Letting you know that I added the information to Status#Damage. Thanks for your help.

Domirade [Tarlach]01:40, 7 March 2011

Weapon Grades

Why are you removing weapon grades from weapon pages? They're useful information which is not shown anywhere else on the wiki in plain sight.

Health05:05, 30 January 2011

-points- ~小太郎 TALKCONTRIBS 2011:01:30:12:28 (Sunday)

~小太郎 TALK<sub style="margin-left:-26px05:28, 30 January 2011

Then shouldn't there be a link to that on the bottom of all weapon pages? Also, that doesn't show from which monsters specific grades of weapons drop. edit: or rather if weapon grades are randomized no matter which monster(except field bosses) shouldn't there then be some kind of link to that labelled "Weapon Grades" in plain sight? or something like

  • for information on weapon grades -link-
Health02:51, 31 January 2011

The link to that page is on the bottom of any weapon page.

It clearly states on the page that weapon grades are randomized and details the exceptions. Monster drop locations are still listed on the weapon pages.

Tellos10:22, 31 January 2011

Your Weapon Template

Don't wait for Khenta to respond. Just get Ikkisuki's approval (which I think you have) and then you can go ahead and start using it.

Angevon (Talk)14:45, 25 January 2011

Well its intended to replace the current weaponbox so I'd need to overwrite the existing template with it.

Tellos15:04, 25 January 2011

Can you message me on IRC?

Hello there. Can you message me on IRC when you are available? Thanks.

Khenta18:39, 12 January 2011

Shadow Spirit and Brionac.

Somewhere in the XML files for monsters there is a Boss tag of some sorts. Brionac and Shadow Spirit's Defense and Protection reduction effects only apply to those mobs. Can't figure out a way to edit that into the corresponding pages.

Aubog00705:43, 7 January 2011

If its a small amount of monsters, you could put it on the shadow spirit page itself.

Tellos10:04, 7 January 2011

I've seen Arachne use a skill similar to Ice_Hold where glowing threads shoot out from its hands and petrify the player. I saw the petrification symbol thingy and the person died shortly afterwards. It doesn't have any skill that might do that on the monster's page. If I had a screenshot i'd upload it but we were busy killing it before the person died, which he did anyway. I don't know why I posted this here but ya I dunno.

\(°∀°)/19:54, 29 December 2010

There was a status that had a super long petrification time and a HP loss over time property called "Cobweb petrification" or something like that (I don't remember the exact name). That must be what it is. I'll look through the skill xml and see if there is a skill for it.

Tellos19:59, 29 December 2010

Found: 1 Pre-G10 Skill unaccounted for. "YarnBinding" Monster Skill, Load Time: 2.5 second, Available ranks: Novice.

Var1="8000" Var2="-20" Var3="20" Var4="400"

Assuming this is the correct skill.

Tellos20:10, 29 December 2010


I do not think it's possible to write a completely objective introduction on skills without being redundant. I started the introductions myself under the premises:

  • The intros must give more information than the article already has (non-redundant) and must sound (new) user friendly, explaining generally what the skill looks like, what it does, and usefulness.

You may think it's redundant with the videos, but the youtube videos were not always there. I spent a lot of time working on them, making sure it describes the skill as accurately as possible in order to make the wiki a similar format to an encyclopedia. Do you think it is possible to write an objective introduction? But it looks like no one is willing to write the rest... oh well...

Hengsheng120·TALKCONTRIBS23:06, 28 December 2010

You and I seem to have similar goals but a different way of going about it. I want the pages to have all the necessary information on a skill. How to use it, what it does, etc. But since this is a wiki (aka an e-encyclopedia) it should be treated as such. While I'd be fine with a completely objective introduction, I don't feel it is possible. To say that any skill is good or bad, superior or inferior automatically makes an article subjective. As it stands, most of the skill pages have sufficient information on use in their details page to get any player started. The wiki doesn't need to be a how2mabi training manual.

Tellos23:11, 28 December 2010


I dunno if you're the scripting-complicated-reading-files-dewd but there's no smithing information on this. HALP

\(°∀°)/17:27, 23 December 2010

I don't know where the manuals are saved at. Sorry.

Tellos19:18, 23 December 2010
\(°∀°)/19:45, 23 December 2010
C *
\(°∀°)/19:45, 23 December 2010

ergh nvm lol

\(°∀°)/19:57, 23 December 2010

Added Yoshimitsu blacksmithing details.

κєνıи тαıĸ«)20:00, 23 December 2010

Purposes of Monster Equip Pages

1) For weapons, to determine the minimum critical/wound rate a monster's attack has 2) To determine what battle strategies should be used against a monster 2a) To determine how many hits/speed of hits the monster can do if no other information is avaliable (ex. 1 hit monster vs 5 hit monster) 2b) To let the player know that monsters may use different equips and that the strategies should change accordingly 3) To cosplay a humanoid monster, if possible

Hengsheng120·TALKCONTRIBS19:04, 21 December 2010

In terms of damage crit balance stun and wound, all monsters actualy have preprogramed stats like RP characters. Everything is preprogramed and independant of the weapon. Monster equipment has flat 0 for its stats with a few exceptions (notably hollow knights are ACTUALY wearing plate mail and skeletons use real player weapons, though their stats are tweaked to accomidate). The hitcount and speed is also preprogramed with few exceptions (hollow knights and skeletons seem to like using player gear). And if someone wanted to cosplay a monster, all they'd need is screenshots from multiple angles in order to get the details, there is no need for such pages. So... Reason 1 is invalid, Reason 2 is also invalid, reason 2a is invalid as well except in the case of hollow knights, skeletons, and a few other monsters which both use player type gear and no monster page is needed, reason 2b only applies to hollow knight and skeletons and since the weapons are player type no page is needed, reason 3 is just silly.

Tellos19:50, 21 December 2010

crop the icons better!

thanks for uploading the icons, but can you make (the bow and crossbow mastery icons) consistent with the 30x30 px size so they won't have to be uploaded again?

Hengsheng120·TALKCONTRIBS02:58, 15 November 2010