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Advancement Test Hall/Fireball
Description
Use Fireball to defeat as many monsters as you can within the time limit. Defeating many monsters at once or dealing higher total damage results in a higher score. As the test rank increases, stronger monsters will appear and you will need a higher score to pass the test. |
Equipment
Points
- 30 Points : Attack an enemy with Fireball
- 100 Points : Defeat an enemy with Fireball
- 500 Points : Defeat 3 or more enemies with Fireball
Test Spawn Patterns
4 Crystals will appear when the test starts, each of which charges a bolt spell. Defeating a crystal will make the others invulnerable and summon a wave with the element corresponding to the bolt of the crystal.
- Wave 1:
- 13 Grumbill
- Wave 2:
- 13 Lightning Sprite or
- 13 Ice Sprite or
- 13 Fire Sprite
- Wave 3:
- 12 Ice Sprite, 1 Giant Ice Sprite or
- 12 Fire Sprite, 1 Giant Fire Sprite
- Wave 4+:
- 13 Grumbill
- 13 Lightning Sprite or
- 13 Ice Sprite or
- 13 Fire Sprite
- 13 Ice Sprite, 1 Giant Ice Sprite or
- 13 Fire Sprite, 1 Giant Fire Sprite
- 13 Grumbill
- 13 Lightning Sprite or
- 13 Ice Sprite or
- 13 Fire Sprite
- 13 Ice Sprite, 1 Giant Ice Sprite or
- 13 Fire Sprite, 1 Giant Fire Sprite
General Tips
- Magic cooldowns are reset upon defeating a crystal.
- Rank 1 snap cast and Spellwalk is recommended in order to maximize point gain.
- Fireball will do elemental damage to ice sprites. If you choose Ice Sprites on wave 3, be sure to focus on the Giant Ice Sprite to prevent being camped by ice spear.
- If you find you're having a hard time, try to kill ice enemies in groups of three for the 500 point bonus, and for the golem waves have turned on “Use skill after Targeting” (Options> Game> Control settings) to aid with fireball spam between Snap Cast cooldowns.
- You can try Icebolt and Crisis Escape to pull an enemy to the edge and drop aggro to form smaller groups.
- It's slightly faster to de-aggro a golem with Crisis Escape than taking hits and recovering.