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Charge

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Charge redirects here. For the Pet skill, see Charge (Pet).
Charge redirects here. For the Giant Gesture, see Gesture#Premium Gestures.
For the Lance variant, see Lance Charge.
For Bran's skill, see Bran's Charge.

Description

Charge.png
This skill enables you to fiercely charge at an enemy while protecting your vital points. You will receive less damage from long-ranged bow and crossbow attacks, and will not be knocked down. This skill cannot block magic damage from long-ranged attacks. Upon approaching a target, this skill forcefully hits and pushes back the target, causing it to temporarily lose consciousness.

Details

A Giant character demonstrating Charge.
A Human character demonstrating Charge with a shield.
  • A skill that allows one to rush quickly at the opponent, pushing back and stunning them on impact.
  • Humans and Elves must have a shield equipped in order to use this skill, while Giants may use the skill without one.
    • There is a Reforging attribute that allows Humans and Elves to use Charge without a shield/guard cylinder.
    • Cannot be used with a long-ranged weapon equipped, regardless of race and reforge.
  • The enemy will be knocked back, temporarily stunned for 2.6 seconds, and cannot load skills or take any action whatsoever. The player may use this opportunity to prepare another attack.
  • The entire skill and animation can be canceled by pressing the Cancel Skill Hotkey or the Press Esc to cancel skills option in the Options Dialog.
  • Movement Speed enhancements will cause the player to move much faster than normal during Charge.
    • Racial bonuses does not contribute to this, however.
  • Charge negates the stun and reduces the damage of Archery Skills.
    • The damage reduction of the player's Charge's current rank carries over to Lance Charge.
    • However, if the user takes enough damage to be put into Deadly, Charge will be interrupted.
    • The Cerberus's Bolt Attack will not be blocked by Charge because it is a magic-based projectile.
    • Any other type of attack will interrupt the Charge.
  • Charge attacks with the user's shield (if one is equipped) raises the shield's Proficiency and lowers shield Durability with each successful attack.
    • Charge will increase the Proficiency and lower the Durability of shields faster than the Defense skill.
    • Weapon Proficiency/Durability is unaffected by Charge, however it still counts toward Weapon Mastery training.
  • This skill and Lance Charge share a 10 second cooldown, starting when the player begins charging.
    • As a result, the player may not alternate between Lance Charge and normal Charge.
  • Charge is capable of homing in on moving enemies.
    • If the target moves outside of charge's range, the player will continue to run towards them, however the skill will cancel upon reaching the maximum range.
  • If the target becomes invincible as Charge is in effect, then the player will stop in front of the target momentarily before Charge cancels all together.
  • If Charge is used against an enemy and it moves behind an object, such as Barrier Spikes, the player will become stuck by the object momentarily until the skill "reaches" maximum range.
  • The skill has a minimum range, meaning it cannot be used if the player is too close to the target.
    • If the target moves inside this range during Charge, the skill will be canceled and the character will attempt a Normal Attack.
  • Players with high latency may stop in front of the target for a moment before striking.
  • Players with high latency and/or graphical lag may run back and forth near the target before striking.
    • This may cause the skill to cancel if the player moves more than the maximum range of the skill.
    • This can make it very difficult to use Charge on mobile targets.
  • Charge has all the properties of a Normal Attack being used against a target.
    • Against a Normal Attack, it can result in just the user, just the target, or both the user and the target being hit when used.
    • Counterattack, Lance Counter, and Combo: Counter Punch will activate against Charge normally.
    • Charge intercepts an enemy's Smash attack.
    • Defense will activate against Charge normally, giving the target a chance to retaliate.
    • Melee Auto Defense, when triggered, will negate the knockback and stun, giving the target a chance to retaliate.
    • Advanced Heavy Stander will completely negate knockback and stun.
    • Timed properly and with low latency, Stomp can stop an enemy player's charge.
    • Windmill cannot normally stop Charge, including Windmill-Counter.
      • Users who experience high latency may stop in front of their target before striking, allowing enough time for the target to use Windmill if it is currently loaded.
      • If the target uses Windmill on someone else while the charging player is inside Windmill's radius, they will be hit normally and Charge will be stopped.
  • When equipped with a Sword (excluding Rapiers), Blunt Weapon, or Axe, Charge will apply Splash Damage.
    • This is true regardless of whether the equipped weapon has durability or not.
    • Enemies splashed will not aggressively aggro the user.
    • Critical rate is calculated separately for every splashed enemy.
    • This does not extend to Monsters and NPCs.
  • Charge can be loaded while the following skills are in their animation phase:

Summary

Rank N F E D C B A 9 8 7 6 5 4 3 2 1 Dan 1 Dan 2 Dan 3
Required AP - 3 4 5 6 7 8 10 12 14 16 20 22 24 26 30 7 10 15
Required AP (Total) - 3 7 12 18 25 33 43 55 69 85 105 127 151 177 207 214 224 239
Additional Stamina (Total) - +2 +4 +6 +8 +10 +12 +14 +16 +18 +20 +25 +30 +35 +40 +45
Additional Strength (Total) - +1 +2 +3 +4 +5 +6 +7 +8 +13
Damage (%) (Human/Elf) 20 40 44 48 52 56 60 72 76 80 84 96 100 104 108 120 124 128 132
Damage (%) (Giant) 40 80 88 96 104 112 120 144 152 160 168 192 200 208 216 240 248 256 264
Ranged Damage Reduction [%] 10 30 32 34 36 38 40 42 44 46 48 50 52 55 57 60 63 66 69
Stamina Use (Human/Elf) 3 5 8 12 15 18 21 24
Stamina Use (Giant) 5 7 10 15 20 25 30 35
Minimum Range 400
Maximum Range 1000 1500 1530 1560 1590 1620 1650 1700 1730 1760 1790 1850 1880 1910 1940 2000 2050 2100 2150
Splash Damage (%) - 50 60 70 70 ? ?
Splash Radius - 200 300 400 500 ? ? ?
Load Time [sec] 0
Cooldown Time [sec] 10
Stun Time [sec] 2.6
Skill CP (Total) 0 0 5 10 15 30 50 70 90 120 150 180 220 250 300 350 400 450 500
Stat CP (Total) 0 1.0 2.0 3.0 4.0 5.0 6.0 8.0 10.0 12.0 14.0 17.5 21.0 24.5 28.0 35.5

Obtaining the Skill

Exterminating the Hobgoblins
How to Get Quest

Talk to Waboka with the Skills Keyword

Briefing Please exterminate the Hobgoblins that devastated my village. - Waboka -
Objectives
Rewards
  • 3600 Experience Points
  • Charge skill
Additional Information
  • The quest is a 2x1 scroll. It is also timed for three in-game days (108 real-life minutes).
  • If Rafting is not a viable option, go to the Hobgoblin Village in Lappa (either by a Flying Mount, Hot-Air Ballooning, or Rafting to there) and kill the Hobgoblins there. Once finished, use the collapsed (one-way) Mana Tunnel or a Wings of the Goddess to get out.
  • If you are doing any other quest that involves killing Hobgoblins (Mana Shield for example), it will not count toward this one.

Training Method

  • "Hit an enemy with the skill" does not count if the enemy is using the Defense skill.
  • Lance Charge contributes to "Attempt to block a long-range attack with the skill" and "Block a long-range attack with the skill."

Tips

  • Find a place where multi-aggro archers that do low damage are numerous and use Charge on them.
    • For example, in Defeat the Shadow Warrior (preferably Basic) you can find many Shadow Archers. Kill all the non-archers (if any) and let the archers shoot while you use Charge.
    • Charging a monster behind Barrier Spikes prolongs easy training, as the player character will still attempt to Charge the target but is blocked by the Barrier Spikes. A notable location of pre-made Barrier Spikes and archer enemies is Lingering Darkness.
    • It is advised to use Mana Shield as it negates wounding.
      • Canceling Mana Shield while charging causes the character to not hit the target, thus prolonging the charge. Summoning/Unsummoning a puppet also has the same effect without the mana cost.
    • In Iria: Episode 7 - Heroic Path: The Choice, in the second quest, Yesterday's Friend Is Today's Enemy you will find spawns of 4 elf guards that fire arrows very fast with low damages. It is possible to lure multiple archer groups together for more attacks.
  • The splash damage radius when using a sword, blunt, or axe at higher ranks is rather large, equivalent to r1 Windmill. You can take advantage of this in missions with lots of enemies grouped together. For example, in Battle for Taillteann II, between the enemies grouped behind the barrier spikes and the barrier spikes themselves, you can often get 5-8 counts of training for simply using the skill per charge if you aim for the monster in dead center of the group. This can be faster than training by blocking arrows once you've finished all of the successes and only have attempts left.

Novice Rank

  • AP: -
  • Effects: Ranged damage reduction 10%; Attack damage 20%; Maximum distance 1000
(Giants receive 20% ranged damage reduction at novice rank)
Method Exp. Count Total
Attack an enemy using the skill 10.00 10 100.00

Rank F

  AP Stat Effect
Human 3 Stamina +2 Ranged damage reduction 30%; Attack damage 50%; Maximum distance 1500
Elf 3 Stamina +2 Ranged damage reduction 30%; Attack damage 50%; Maximum distance 1500
Giant 3 Stamina +2 Ranged damage reduction 30%; Attack damage 100%; Maximum distance 1500
Method Exp. Count Total


Rank E

  AP Stat Effect
Human 4 Stamina +2 Ranged damage reduction 32%; Attack damage 55%; Maximum distance 1530
Elf 4 Stamina +2 Ranged damage reduction 32%; Attack damage 55%; Maximum distance 1530
Giant 4 Stamina +2 Ranged damage reduction 32%; Attack damage 110%; Maximum distance 1530
Method Exp. Count Total


Rank D

  AP Stat Effect
Human 5 Stamina +2 Ranged damage reduction 34%; Attack damage 60%; Maximum distance 1560
Elf Ranged damage reduction 34%; Attack damage 60%; Maximum distance 1560
Giant 5 Stamina +2 Ranged damage reduction 34%; Attack damage 120%; Maximum distance 1560
Method Exp. Count Total


Rank C

  AP Stat Effect
Human 6 Stamina +2 Ranged damage reduction 36%; Attack damage 65%; Maximum distance 1590
Elf Ranged damage reduction 36%; Attack damage 65%; Maximum distance 1590
Giant 6 Stamina +2 Ranged damage reduction 36%; Attack damage 130%; Maximum distance 1590
Method Exp. Count Total


Rank B

  AP Stat Effect
Human 7 Stamina +2 Ranged damage reduction 38%; Attack damage 70%; Maximum distance 1620
Elf Ranged damage reduction 38%; Attack damage 70%; Maximum distance 1620
Giant 7 Stamina +2 Ranged damage reduction 38%; Attack damage 140%; Maximum distance 1620
Method Exp. Count Total


Rank A

  • AP: 8
  • Stat Improvement: Stamina +2
  • Effects: Ranged damage reduction 40%; Attack damage 75%; Maximum distance 1650
Method Exp. Count Total
Attack an enemy with the skill. 0.10 100 10.00
Hit an enemy with the skill. 0.60 40 24.00
Attempt to block a long-range attack with the skill. 2.00 20 40.00
Block a long-range attack with the skill. 5.00 7 35.00

Rank 9

  • AP: 10
  • Stat Improvement: Stamina +2, Str +1
  • Effects: Ranged damage reduction 42%; Attack damage 90%; Maximum distance 1700
Method Exp. Count Total
Attack an enemy with the skill. 0.08 120 9.60
Hit an enemy with the skill. 0.50 50 25.00
Attempt to block a long-range attack with the skill. 1.00 35 35.00
Block a long-range attack with the skill. 3.00 15 45.00

Rank 8

  • AP: 12
  • Stat Improvement: Stamina +2, Str +1
  • Effects: Ranged damage reduction 44%; Attack damage 95%; Maximum distance 1730
Method Exp. Count Total
Attack an enemy with the skill. 0.05 200 10.00
Hit an enemy with the skill. 0.30 70 21.00
Attempt to block a long-range attack with the skill. 0.80 50 40.00
Block a long-range attack with the skill. 2.00 20 40.00

Rank 7

  • AP: 14
  • Stat Improvement: Stamina +2, Str +1
  • Effects: Ranged damage reduction 46%; Attack damage 100%; Maximum distance 1760
Method Exp. Count Total
Attack an enemy with the skill. 0.03 300 9.00
Hit an enemy with the skill. 0.20 100 20.00
Attempt to block a long-range attack with the skill. 0.60 70 42.00
Block a long-range attack with the skill. 1.00 40 40.00

Rank 6

  • AP: 16
  • Stat Improvement: Stamina +2, Str +1
  • Effects: Ranged damage reduction 48%; Attack damage 105%; Maximum distance 1790
Method Exp. Count Total
Attack an enemy with the skill. 0.01 500 5.00
Hit an enemy with the skill. 0.10 200 20.00
Attempt to block a long-range attack with the skill. 0.50 80 40.00
Block a long-range attack with the skill. 0.80 50 40.00

Rank 5

  • AP: 20
  • Stat Improvement: Stamina +5, Str +1
  • Effects: Ranged damage reduction 50%; Attack damage 120%; Maximum distance 1850
Method Exp. Count Total
Use the skill on an enemy. 0.10 300 30.00
Use the skill in an attempt to block a ranged attack. 0.40 100 40.00
Use the skill to successfully block a ranged attack. 0.70 70 49.00
Attack 2 or more enemies via splash damage. 1.00 10 10.00

Rank 4

  • AP: 22
  • Stat Improvement: Stamina +5, Str +1
  • Effects: Ranged damage reduction 52%; Attack damage 125%; Maximum distance 1880
Method Exp. Count Total
Use the skill on an enemy. 0.07 400 28.00
Use the skill in an attempt to block a ranged attack. 0.25 150 37.50
Use the skill to successfully block a ranged attack. 0.60 80 48.00
Attack 2 or more enemies via splash damage. 0.8 12 9.60

Rank 3

  • AP: 24
  • Stat Improvement: Stamina +5, Str +1
  • Effects: Ranged damage reduction 55%; Attack damage 130%; Maximum distance 1910
Method Exp. Count Total
Use the skill on an enemy. 0.06 500 30.00
Use the skill in an attempt to block a ranged attack. 0.12 300 36.00
Use the skill to successfully block a ranged attack. 0.40 100 40.00
Attack 2 or more enemies via splash damage. 0.70 15 10.50

Rank 2

  • AP: 26
  • Stat Improvement: Stamina +5, Str +1
  • Effects: Ranged damage reduction 57%; Attack damage 135%; Maximum distance 1940
Method Exp. Count Total
Use the skill on an enemy. 0.04 600 24.00
Use the skill in an attempt to block a ranged attack. 0.10 400 40.00
Use the skill to successfully block a ranged attack. 0.25 200 50.00
Attack 2 or more enemies via splash damage. 0.50 20 10.00

Rank 1

  • AP: 30
  • Stat Improvement: Stamina +5, Str +5
  • Effects: Ranged damage reduction 60%; Attack damage 150%; Maximum distance 2000
Method Exp. Count Total
Use the skill on an enemy. 0.03 700 21.00
Use the skill in an attempt to block a ranged attack. 0.07 500 35.00
Use the skill to successfully block a ranged attack. 0.15 400 60.00
Attack 2 or more enemies via splash damage. 0.30 30 9.00

Master Title

the Master of Charge

  • Charge Damage +15%
  • Defense +3

Related Enchants

Name Type, Rank Enchants Onto Effect(s) Comes On/From
Arena
Enchant enabled rank regardless
Personalize[1]
(edit)
Suffix, rank 4 Gauntlets and Metal Boots +25~40 Str if Charge Rank 1
-50 Will if Smash Rank 2-
+1~3 Defense if Critical Hit Rank 1
+2x Repair Cost
Exclusive Enchant Scroll (Belvast Hostage Rescue)
Bandit
Personalize[1]
(edit)
Suffix, rank A Headgear +25 Str if Charge Rank 1+
+25 Luck if Evasion Rank 1+
Lumber Axe (Bandit's Homestead)
Trade Assistant Imp's Shop (Collecting Quest, 400,000 Ducats, 100 Ruthless Bandit Badges)
Fleet
(edit)
Prefix, rank 9 Heavy Boots -15 Dex
+5 Max Damage if Charge Rank B+
+2% Critical if Charge Rank 6+
+1~4 Max Damage if Charge Rank 8+
Enchant Scroll (Fomor Attack Adv., Hard.,Elite; Dullahan Int., Adv., Hard)
Hoodlum
(edit)
Suffix, rank A Fomor Weapons +9~12 Max Damage if Charge Rank A+
+2~4% Critical if Assault Slash Rank A+
-2% Protection if Smash Rank 5-
Trade Assistant Imp's Shop (10,000 Ducats)
Norman
(edit)
Prefix, rank 9 Norman Warrior Armor and Helmet +6 Stamina if Charge Rank B+
+6 Str if Charge Rank 8+
-12 Dex
+8% Critical
Enchant Scroll (Iria Fishing Boat)
Rigid
(edit)
Prefix, rank A Shields +5~10 Stamina
+4~8 Str
-10 Dex
-5% Balance
+3 Defense if Charge Rank B+
Enchant Scroll (Randomly received from feeding the Hot Spring Monkeys)
  1. 1.0 1.1 Note: Once an item is personalized by an enchant, the personalization is permanent, even if the personalizing enchant is later overwritten by another enchant.