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Stats
- For charts to compare stats contributed by skills, see Stats and Skills.
Stats affect all aspects of your character, including (but not limited to) appearance and general competence in skills.
General Overview
Base Stats
- Base Stats are the stats obtained from ranking skills, taking classes, reading books, Age, Level, and the long-term effects of Food.
- Stats from skills, classes, and books are permanent and will be carried through Rebirth.
- However, deranking skills will remove any stat gained.
- Stats from age, level, and food are semi-permanent, remaining with the character until rebirth.
- These stats are calculated to one decimal place, despite only whole numbers being shown.
- For example, a player with 102 strength levels up and gains 0.5 more strength. Although their strength still shows as 102, the player would have 1 more max melee weapon damage than before.
- Stats from skills, classes, and books are permanent and will be carried through Rebirth.
- These stats are displayed in white in the character window. If these stats are modified in any method other than the ones described above, they will be shown in parenthesis beside the new modified stats.
- Base Stats directly affect Combat Power.
Stat Modifiers
- For stats gained when aging or leveling up, see Level.
- Stat Modifiers are modifiers that increase or decrease base stats. They include equipment, skill effects, Enchants, the special effects of Cooked Food, Potion Poisoning, Red Dungeon Fountains, Titles, Talents, Reforges, and Totems.
- This list of modifiers is for the primary statistics of STRength, INTelligence, DEXterity, Will and Luck. Secondary statistics such as defense and protection behave differently.
- If an enchant boosts Strength by 10 will cause a flow-on effect increasing Defense by 1. The enchant would not impact Base Strength, but the flow-on increase in defense goes into Base Defense.
- This list of modifiers is for the primary statistics of STRength, INTelligence, DEXterity, Will and Luck. Secondary statistics such as defense and protection behave differently.
- The outcome from Stat Modifiers is displayed in a color in the character window. The color is yellow if the stat is higher than the base, but turns red if the stat is lower than base.
- This only applies to health, mana, stamina, strength, intelligence, dexterity, will, luck, and defense.
- Stat Modifiers do not affect the player's Combat Power.
- Stat Modifiers may not lower any stat below 0.
- Potion Poisoning is an exception, and can lower any stat to -100% of its base value. However, the character stat window still displays it as 0.
- Ranking Light Armor Mastery and Heavy Armor Mastery provides a passive boost to Defense, Protection, Magic Defense and Magic Protection, but only while wearing Light or Heavy Armor respectively. The game treats these passive boosts as Stat Modifiers, so they are not included in Base Stats. For example, when trying to obtain Base Defense of 150 to activate Dampen Shock, ranking either Armor Mastery will not help.
Age
- Age determines how old the player character is. This directly affects the character's height; the younger the character the smaller they appear and the older the character the taller they appear.
- When creating a character, the player is allowed to choose an age between 10 and 17.
- Players may not rebirth to an age that exceeds their current age.
- Character's age will increase by 1 every Samhain (Saturday) at 12:00pm PST100.
- The player must log-in, change channels, or re-log in order for the age up to occur.
- After an age up, the player gains stats. See here for the stats given on age up.
- Players will stop gaining stats after age 25.
- In the case of pets, they will stop receiving stats after age 11.
- Players will stop gaining stats after age 25.
- The player's height will stop increasing after reaching age 17.
- In the case of pets, their maximum size is age 5. After age 5, their paws/hind legs will gradually decrease in size.
- Pet's Companion Bonus will decrease per age up until age 11.
- Partners will never age.
- After reaching 25 years of age, the character's age will be shown as "# past 25".
- After reaching age +25, the player will no longer receive any stats or AP for increasing age, nor will the game indicate that their age has increased.
- Reaching age 18 rewards "the Adult" title. Reaching age 30 rewards "the All-Knowing". Reaching age 40 rewards "the Old".
- Characters can age indefinitely.
Ability Points
Ability Points, or AP, are used to improve your Skills. You can gain AP when you level up, age, or complete some quests.
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Life
- For the Rank A Enchant, see Lively.
- For the Rank 8 Enchant, see Life (Enchant).
Life is measured in Health Points (HP). When your HP reaches 0, you will fall unconscious. HP naturally regenerates or can be restored with items and magic.
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Wounds
- Wounds reduce the player's effective health and cannot be healed by Life Potions or most other form of HP recovery. They are displayed in the life bar as black100.
- Wounds are inflicted based on the attacker's Injury rate of the Damage dealt and the target's Protection stat.
- All Magic, Alchemy, and Puppetry Skills, as well as Counterattack and Windmill will never cause wounds.
- The maximum amount of wounds the player can have is 100% of their life.
- Wounds are healed by the following means:
- Rest heals wounds over time.
- Resting by a Campfire will heal wounds more quickly.
- Resting in a dungeon without a campfire will not heal wounds.
- Drinking HP Elixirs or Wound Remedy Potions, receiving First Aid, Recovering Touch, or Transforming instantly heals wounds.
- First Aid becomes more effective if the target is resting.
- "the Master of Party Healing" title, when equipped, will cause Healing and Party Healing to heal wounds.
- Leveling up, using Nao Soul Stones or Guardian Soul Stones, blue Dungeon Fountains, or receiving healing treatment from a Town Healer NPC will restore life and wounds completely.
- Rest heals wounds over time.
Mana
- For the Rank 7 Enchant, see Mana (Enchant).
Mana is measured in Mana Points (MP). Most magical skills require MP to cast. MP naturally regenerates or can be restored with items and magic.
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Stamina
Stamina is measured in Stamina Points (SP). Most physical skills require SP to use. SP naturally regenerates or can be restored with items and magic.
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Hunger
- Hunger reduces the effectiveness of stamina regeneration and recovery by 20% and causes the player to use more stamina above the listed threshold. They are displayed in the stamina bar as dark orange when above hunger or black when below hunger100.
- When using Meditation, Hunger gradually increases at the rate of 1 point per 100 seconds.
- Hunger can be replenished by eating Food, Transforming, consuming Full Recovery Potion, or changing channels/logging on and off.
Strength
Your physical strength. The more Strength you have, the stronger your attacks are and the more bonuses you gain from Strength-dependent skills. Strength (STR) affects most melee combat skills and defense.
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Intelligence
Your rational capability. The more Intelligence you have, the more bonuses you gain from Intelligence-dependent skills. Intelligence (INT) affects all magical abilities and enchant effectiveness.
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Dexterity
- For the Dexterity enchant, see Dexterity (Enchant).
Your ability to work. The more Dexterity you have, the faster and better you can create items and the more bonuses you gain from Dexterity-dependent skills. Dexterity (DEX) affects most ranged combat skills and many Life skills.
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Will
Your mental prowess and determination. The more Will you have, the better you can survive dangerous situations and the more bonuses you gain from Will-dependent skills and Will-affected circumstances. Will affects critical damage, hand-to-hand combat skills, magic defense, and your ability to survive fatal blows.
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Luck
A mysterious and inexplicable phenomena that helps you. The more Luck you have, the more often good things happen to you and the more bonuses you gain from Luck-related skills. Luck affects critical chance, evasiveness, and the success rate of many other skills.
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Damage
A measure of the damage you deal to enemies with physical attacks.
- Damage is the amount of HP an enemy will lose when physically attacked.
- A player's damage stat is displayed as a range between a minimum and maximum value. Any given attack on an enemy will inflict an amount of damage whose value is somewhere within that range.
- The average damage value inflicted is determined by their Balance stat
- When a weapon is equipped, the attack of that weapon is added to a player's Damage stat.
- Without a weapon, the player uses Bare Hands.
- A player's minimum damage cannot exceed their maximum damage. If the minimum damage would be higher than the maximum, the minimum damage will be lowered to the player's maximum damage.
- The interaction between max damage and the effects of: Battlefield Overture, Fateweaver, and Physical Power Potion, is defined as such:
Total Buffed Damage = Max Damage * (1 + Power Pot)* (1 + Battlefield Overture * [1 + Power Pot]) * (1 + Fateweaver * [1 + Power Pot])
- See also: Damage Modifiers and Stats/Protection.
Magic Attack
A measure of the bonus damage you deal to enemies with magical attacks. The higher the INT, the higher the M. ATT
- Magic Attack is the boost a player will receive to all magic damage.
- The damage increase depends on the skill's Spell Constant.
- The formula for determining Magic Attack is:
((Intelligence - 10) / 5) + Upgrade Bonus + Reforge Bonus + Enchant Bonus
- See also: Magic Attack Modifiers
Magic Damage
- Magic Damage is the actual damage dealt to a target by a spell.
- The formula for Magic Damage is as follows:
{Base Damage + [Wand Bonus * (Charge Multiplier)] + (Spell Constant * Magic Attack) + (Damage Enchants * Damage Constant)}
* [1 + (Bolt Mastery Bonus + Elemental Mastery Bonus + Magic Weapon Mastery Bonus + Staff Elemental Level Bonus + Hebona Set Bonus + Rosemary Glove Bonus)]
* Charge Multiplier * Full Charge Multiplier * Thunder Multiplier * Distance Multiplier- This formula does not apply to Blaze.
- Fusion Bolt uses this formula twice, one for each separate bolt, when calculating damage.
- Base Damage is the spell's base damage as shown in the skill window.
- Reforge effects that add maximum or minimum damage to the spell add directly to this value.
- Wand Bonus is a constant for bolt spells while using a wand of the same element.
- The value for wand Classic Spirit Weapons depends on the Social level of the spirit, up to a value of 30.0.
- For non-spirit wands, the values are as follows:
- Icebolt with any non-spirit Ice Wand: 10.0
- Firebolt with any non-spirit Fire Wand: 5.0
- Lightning Bolt with any non-spirit Lightning Wand: 7.0
- All other cases, including with Bare Hands or Staff: 0
- Charge Multiplier is the number of charges. This only applies to Firebolt, Ice Spear, Hail Storm, and Lightning Rod; all other magic spells will always be calculated as if they have 1 charge.
- Spell Constant is a constant that varies by spell. The values are as follows:
- Healing: 0.03 (min), 0.04 (max)
- Party Healing: 0.04 (min), 0.05 (max)
- Icebolt: 0.35 (min), 0.4 (max)
- Lightning Bolt: 0.3 (min), 0.6 (max)
- Firebolt: 0.35 (min), 0.5 (max)
- Ice Spear: 0.45 (min), 1.4 (max)
- Thunder: 0.4 (min), 2.1 (max)
- Fireball: 8.0 (min), 12.0 (max)
- Hail Storm: 1.6 (min), 3.2 (max)
- Lightning Rod: 7.0 (min), 12.0 (max)
- Meteor Strike: 70.0 (min), 160.0 (max)
- Shockwave: 2.0 (min), 5.0 (max)
- Magic Attack is the player's Magic Attack stat as shown in the character window.
- Damage Enchants is the sum of all bonuses from enchants to minimum and/or maximum damage, depending on what is being calculated.
- The bonus maximum and minimum damage from Battlefield Overture counts as enchanted damage.
- Damage Constant is a constant that lowers the effects of damage enchants and varies by spell. The values are as follows:
- Icebolt: 0.04 (min), 0.08 (max)
- Firebolt: 0.2 (min), 0.4 (max)
- Lightning Bolt: 0.22 (min), 0.44 (max)
- Ice Spear: 0.05 (min), 0.1 (max)
- Fireball: 0.25 (min), 0.5 (max)
- Thunder: 0.25 (min), 0.5 (max)
- Hail Storm: 0
- Meteor Strike: 0
- Lightning Rod: 0
- Shockwave: 0
- Elemental Mastery, Bolt Mastery, and Magic Weapon Mastery Bonuses are the percent bonus applied by the respective mastery skill, used as a decimal (e.g. 15% is 0.15).
- Reforge effects for the mastery's damage and title bonuses (if applicable) for the mastery's efficiency/damage add directly to this value.
- Staff Elemental Level Bonus is a bonus applied when using a bolt spell with a staff that has been elementally charged with the same element. The bonus values are as follows:
- Level 0: 0
- Level 1: 0.05
- Level 2: 0.1
- Level 3: 0.15
- Hebona Set Bonus is a bonus applied to Icebolt and Firebolt when affected by the Icebolt Enhancement and Firebolt Enhancement status effect from the Hebona Set.
- See Equipment Combination Effects for details on how set bonuses work.
- The bonus is 0.15 when the enhancement is active, otherwise the bonus is 0 if there is no enhancement.
- Rosemary Glove Bonus is the percent bonus applied to Icebolt, Ice Spear, and Hail Storm if equipped with a Rosemary Glove.
- The bonus is 0.15 when equipped, otherwise the bonus is 0 when not equipped.
- Full Charge Multiplier is a multiplier for being fully charged that varies by spell. The values are as follows:
- Firebolt: 1.3
- Ice Spear: 1.3
- Hail Storm: 1.25
- Lightning Rod: 1.5~3.3 (varies by rank)
- See Lightning Rod's summary table for values per rank.
- Everything else: 1.0
- Thunder Multiplier is a multiplier for Thunder that varies by number of charges and whether it is the final hit. The multiples are:
- 1.0 for all hits of Thunder before the final hit.
- 1.5 for the final hit of Thunder if charged with less than 5 charges (including a single charge).
- 2.0 for the final hit of Thunder if charged with all 5 full charges.
- Distance Multiplier is a multiplier for Shockwave and Meteor Strike that decreases as the target's distance increases from the center of the spell.
- For Shockwave, the multiplier starts at 1.0 when near the center and scales linearly down to 0.1 when at the edge of the area of effect.
- For Meteor Strike, the multiplier is 1.0 near the center of impact, 0.75 when halfway between the center and the edge, and 0.5 when near the edge.
Bonus Damage
- Bonus Damage is a final damage multiplier that applies to both physical and magic damage.
- All sources of Bonus Damage is additive.
- Sources of bonus damage include:
- Spirit Weapon Awakening - Up to 25%
- Homestead Pinkie Figure or Homestead R.S.A. Tent Figure - 1%
- Forget-Me-Not Picture - Up to 1%
- Various event titles - Varies
- Spirit Weapon Analysis Skill - Up to 10%
- Spirit Weapon Enrage Skill - Up to 10%
- Sources of bonus damage include:
Damage Calculations
The final damage dealt on a monster is calculated in the following steps:
1. Base damage plus all additional damages (from enchants, stats except Int, skills)
2. Skill Multipliers (if applicable)
3. Bonus Damage Multiplier (if applicable)
4. Death Mark Damage Multiplier (if applicable)
5. Rage Impact Multiplier (if applicable)
6. Support Shot Multiplier (if applicable)
7. Enemy Defense Deduction
8. Enemy Effective Protection Deduction
9. Shield Melee Damage Reduction (if applicable)
10. Elemental Multiplier (if applicable)
11. Passive Defense (if applicable)
12. Skill Resistance* (if applicable)
- Skill Resistance is a hidden monster status that reduces damage taken from specific skills.
- Notable example of monsters with skill resistance include: Form of Nightmares, various Tech Duinn Monsters, Talvish (Monster)
Injury
The chance that an attack you deal to an enemy will injure them. Injuries cannot be treated with potions or healing magic.
- Injury rate is the percentage of damage that is inflicted as Wounds on the enemy.
- For example, if a player has an Injury Rate of 10~20% and hits 100 damage on an enemy, the enemy will receive 10~20 points of wound.
- Injury rates are most useful on enemies that naturally recover HP very quickly. This includes Dungeon Recovery Rooms.
- Every 10 Dex adds +1.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
- Every 10 Will adds +2.0% to Maximum Wound Rate and +0.5% to Minimum Wound Rate.
- Maximum and Minimum Injury Rate is reduced by 1.0% for every Effective Protection point on the target.
- Magic, Alchemy, Puppetry Skills, Counterattack, Lance Counter, Combo: Counter Punch, Windmill, and Doppelganger are not affected by the injury stat as they cannot cause wounds.
- See also: Injury Modifiers.
Critical
The chance that an attack you deal will inflict deadly damage to your enemies. Your Critical rate is affected by your Luck and Will.
- Critical determines the chance to score a Critical Hit, which increases the damage of the attack dealt.
- Critical damage is affected by the player's Critical Hit rank, R-type Special Upgrades, Figures, Renown, Spirit Weapon Attunement Enhancement, and certain skills (e.g. Combo: Counter Punch, Spider Shot).
- Critical damage is calculated as:
(Base Damage Range Roll) + [Max Damage * Total Critical Damage]
.- Total Critical Damage is the sum of all critical damage modifiers.
- Landing a critical hit with Mana Crystallization, Shock, Shadow Spirit, or Spear of God will not increase the damage dealt.
- Critical damage is calculated as:
- Upon landing a critical hit, the words "Critical Hit!!!" will flash across the screen along with the player's screen flashing white, with the flash intensity determined by Critical Effect.
- Rank F Critical Hit is required for the player to be able to score critical hits outside of Counterattack, Lance Counter, and Combo: Counter Punch.
- Critical damage is affected by the player's Critical Hit rank, R-type Special Upgrades, Figures, Renown, Spirit Weapon Attunement Enhancement, and certain skills (e.g. Combo: Counter Punch, Spider Shot).
- Critical is based on the player's Will and Luck stats, the equipped Weapon and Title, the equipped weapon's Enchants and/or Reforges, and skills.
- Every 10 Will adds +1.0% to Critical.
- Every 5 Luck adds +1.0% to Critical.
- Axe Mastery, Crossbow Mastery, Lance Mastery, and Dual Wield Mastery as well as their skill's Master Titles adds Critical when equipped with an Axe, Crossbow, Lance, or Dual Wield Swords respectively.
- The formula is calculated as:
[(Will - 10) / 10] + [(Luck - 10) / 5] + Weapon Critical + Enchant Bonus + Reforge Bonus + Skill Bonuses + Title Bonuses
- Skill bonuses may not show up on the player's character stat window depending on the skill.
- The chance to score a critical hit for magic instead uses the above formula but without factoring in the weapon's critical.
- This includes Bare Hands, which adds 10% to critical.
- Critical is reduced by 2.0% for every Effective Protection point (actual damage reduction) on the target. In the case of magic criticals, it is reduced by 2.0% for every Effective Magic Protection point on the target.
- The final critical rate is thus calculated as:
(Attacker's Critical %) - (Target's Effective Protection * 2)
- Windmill, Stomp, Crash Shot, Thunder, Fireball, Ice Spear, Flame Burst, Blaze, Meteor Strike, Lightning Rod, Charging Strike, Focused Fist, Act 4: Rising Action, Act 7: Climactic Crash, Flash Launcher, Bullet Storm, Shooting Rush, Dual Gun Normal Attacks under the influence of Way of the Gun, Kunai Storm, Classic Spirit Weapon Awakening, Wings of Rage, Giant Full Swing, and B+ Bombs ignore this reduction.
- The final critical rate is thus calculated as:
- Critical is capped at 999.9%.
- However, regardless of the player's critical and the target's protection, the chance to score a critical hit is capped at 30%.
- With the addition of Arcana the chance to score a critical hit is capped at 36% at Arcana Level 150.
- For example, the player has 100% critical and attacks a monster with 0 protection; contrary to what appears the player to be having all their attacks score a critical hit, the player actually only has a default 30% rate to land a critical hit.
- This cap can be increased further by increasing Nele's Renown, Arcana Total Level Bonuses, and with Spirit Weapon's Spirit Unleashing Enhancement.
- Certain skills may exceed this 30% critical during calculation. For example, Way of the Gun causes all Dual Gun Normal Attacks to be a critical hit, regardless of the player's critical and the enemy's protection stats.
- Players conducted a trial in which a person with 90% critical attacked a Black-tailed Mongoose (which has 16 Protection). Using the above formula, the chance for critical should have been 58%. However, out of 3308 attacks, only 989 criticals were observed; a cap of ~30%.
- When using an attack that hits multiple targets, the chance of landing a critical hit is only calculated against the selected target or the closest target to the player/skill being used if a target was not selected.
- If a player happens to land a critical hit against the target, all other targets within range of the attack will receive a critical hit as well.
- Most Two-Handed Weapons increases the critical rate of Smash by 5%.
- Counterattack, Lance Counter, and Combo: Counter Punch uses the enemy's critical rather than the player's.
- The following attacks cannot score criticals: Poison Attack, Mirage Missile's shock damage, reflective damage from Rank 9+ Barrier Spikes, Life Drain, Dischord's sustained damage, Puppet's Snare's damage over time, Devil's Cry's damage effect, Wings of Rage after effects, Hydra Transmutation, Meteor Strike's leftover flames, and Reflective Damage.
- Critical hits increases the stun time, knocks down targets rather than pushing them back, and may reset the enemy's AI and change its Aggro.
- See also: Critical Modifiers.
Balance
The likelihood that your attacks will deal damage close to the max damage you are capable of. The more Balance you have, the higher the chance. Balance is affected by Dexterity and skill ranks.
- Balance affects the distribution of Damage output from the player.
- The formula for calculating Balance from current Dexterity has diminishing returns.
- The dexterity required to hit a certain balance can be calculated as
(20.34565 / (2^(BALANCE/-8.728944))) - 9.814582
.dex2baleh:round(-9.814582 + (20.34565 / (pow(2,(B/-8.728944))))) - Desired Balance: name=B;default=1;min=1;max=50
- Dexterity Required: formula=dex2baleh;A=9
- Balance received from Dex caps out at 50%.
- The dexterity required to hit a certain balance can be calculated as
- For Combat Mastery and Ranged Attack, each rank gives an additional 1% Balance when using Melee or Archery attacks, respectively.
- Enchants that affect Balance influence both Melee and Archery by the amount shown; and magic by a fraction of that amount.
- Sword Mastery increases Balance by 1% every rank when using a Sword. This value is doubled when Dual Wielding.
- Intelligence influences Magical Balance.
- Balance is capped at 80%.
- This limit can be increased by 1% from Total Arcana level Bonuses.
- Balance can be roughly represented as a bell shaped distribution. The equation for approximating median damage is:
([Max Damage - Min Damage] * Balance) + Min Damage
.- The Median Damage represents where the peak would be in a regular bell shaped distribution but is not necessarily the mean or mode.
- As Balance can be approximately represented by a bell shaped distribution, then the following pattern tends to occur: 50% of the time, the player will land a damage that is greater than the median damage (before applying Defense, Protection, Elements, and Skill Multipliers) calculated by the above formula. Conversely, the other 50% of the time, the player will hit less than the mean damage.
- For the purposes of randomizing damage the distribution goes beyond maximum or minimum damage depending on whether the balance is greater than or less than 50% respectively. From whichever value would give a greater range to the balance/median point, the distribution extends out approximately equally beyond the maximum or minimum damage value. All values that would occur beyond maximum/minimum are instead rounded to the maximum/minimum. This means that the probability that a given damage figure would be greater or less than maximum or minimum damage respectively is added to the probability of rolling maximum or minimum damage respectively. This generally means that with extremely low or high balance values the minimum or maximum damage respectively ends up being the mode(most common) damage value.
- Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.
- Therefore in that situation the mean(average) damage is actually less than the median damage. Theoretically the only time the mode, median and mean would be the same is at 50% balance. When balance is less than 50% average damage is higher than median damage and when balance is greater than 50% average damage is lower than median damage.
- Thus even with 100% magic balance balance a player will roll maximum damage half the time and the other half roll damage values down to their minimum at a decreasing probability.
Magic Balance
- Magic Balance determines the average damage of magic attacks.
- It is actually a hidden stat, and not displayed on the character screen.
- Magic Balance is capped at 100%.
- The formula for Magic Balance is as follows:
[(Int-10) / 4] + 30 + (magic_mastery_correction) + [(enchant_bonuses)(spell_constant)]
[3]- Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
- Each additional Magic Mastery rank adds +1 to this constant. Rank F Magic Mastery is equal to 1; Rank 6 is equal to 10. Rank Novice is 0.
- Enchant Bonuses are enchants that affect normal damage balance. The total damage balance effects of a player's enchants are tallied up and multiplied by the Spell Constant.
- Spell Constant is a special number that varies from spell to spell. The spell constants are as follows:
- Magic Mastery Correction is a special constant that depends on the player's Magic Mastery rank.
- Only Wands affect the balance of spells; other weapons have no effect on spell casting.
- See also: Balance Modifiers.
Defense/Protection
A measure of your physical damage mitigation. The more Defense you have, the less damage you take. The higher STR, the higher DEF.
Reduces incoming physical damage by #%. The higher the protection, the lower the chances of taking critical physical attacks.
A measure of your magical damage mitigation. The more Defense you have, the less damage you take. The higher the Will, the higher the Magic Defense.
Reduces incoming magical damage by #%. The higher the magic protection, the lower the chances of taking critical magic attacks. Magic protection increases as Intelligence increases.
- Defense (Def) reduces physical damage received by the specified amount.
- Every 10 Str contributes to 1 Defense.
- The Defense skill passively adds to base Defense.
- Certain skills, Tethra, and Armor Pierce ignores Defense.
- Not to be confused with the Defense skill.
- Protection reduces physical damage received by a percentage. It also reduces the enemy's effective Injury and physical Critical rates.
- The values for protection (Protection in the character screen) to Effective Protection (the actual damage, injury, and critical reduction) can be found here.
- Physical Critical Chance is reduced by 2.0% for every Effective Protection point on the target.
- Certain skills ignore this.
- Maximum and Minimum Injury Rate is reduced by 1.0% for every Protection point on the target.
- Life Drain, Shadow Spirit, Wings of Rage, Dance of Death and Celestial Spike are the only skills that can completely ignore Protection.
- Protection experiences diminishing returns after 32, meaning more Protection is needed to reduce 1% more damage as values get higher.
- Magic Defense reduces magical and alchemy damage received by the specified amount.
- Every 10 Will contributes to 1 Magic Defense.
- Magic Protection reduces magical and alchemy damage received by a percentage. It also reduces the enemy's effective magic/alchemy Critical rates.
- Every 20 Int contributes to 1 Magic Protection.
- The values for protection to Effective Protection can be found here.
- Magic Protection experiences diminishing returns after 31, meaning more Magic Protection is needed to reduce 1% more damage as values get higher.
- Magical Critical Chance is reduced by 2.0% for every Magic Protection point on the target.
- Certain skills ignore this.
- The following also affect the above stats:
- Most Equipment worn.
- For Bodywear, Heavy Armor contributes the most to defensive stats, followed by Light Armor, then Clothing.
- Most Accessories, Headgear, Gloves, and Shoes add no or miniscule amounts of defensive stats.
- Robes and Wings do not contribute to any defense stat.
- Shields contribute to Defense and Protection. Guard Cylinders contribute to Magic Defense and Magic Protection. Both add hidden melee/archery Defense and Protection against critical that is not displayed in the character's stat window.
- Marionettes also contribute miniscule amounts of Defense and Protection.
- There are very few equipment, or Magic Armor, that affects Magic Defense and Magic Protection.
- Certain skills, such as Defense, Healing, Party Healing, Wind Guard, and Enduring Melody, temporarily increase the Defense, Protection, Magic Defense, and/or Magic Protection stat while active.
- Similarly, the Techniques Blunting Field and Dampen Shock passively increase the player's protection/magic protection and defense/magic defense, respectively, while they are equipped in the currently activated set.
- All Lances, the Masterpiece Bow, the Bhafel Slayer, the Bhafel Hunter, the Black Dragon Knight's Bow, and all Crossbows possess a Piercing Level, which has the ability to ignore some Defense and Protection.
- Brionac, when awakened, will permanently remove 3 protection from almost all Boss (not CP-level) type monsters with each hit.
- See Brionac page for more information.
- Fateweaver's Aspect of Fortification will remove 10% of a monsters current protection.
- Frozen Blast, Spinning Uppercut, and Devil's Dash can temporarily lower the opponent's Defense and Protection.
- Hydra Transmutation can temporarily lower the opponent's Magic Defense and Magic Protection.
- Berserk reduces the user's Defense, Protection, Magic Defense, and Magic Protection to zero.
- Mana Shield does not take the user's Defense, Protection, and Magic Protection stats into calculation.
- Magic Defense and Hidden Shield Defense are still taken into calculation, however.
- Heavy Armor Mastery, Light Armor Mastery, and Shield Mastery increases Defense, Magic Defense, Protection, and Magic Protection while wearing the respective equipment.
- Most Equipment worn.
- Protection is calculated as:
(Monster Base Protection - Flat Protection Reduction) * (1 - Percentage Protection Reduction) - 5 * Player Piercing Level
- Damage received is calculated as:
Damage * (100 - Damage Reduction from Protection) / 100 - Defense
orDamage * (100% - Damage Reduction from Protection%) - Defense
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction) and received 500 damage, the damage would be reduced to be
500 * (100 - 10) / 100 - 20 = 430
. - Any additional Defense and/or Protection from skills is applied after the first series of Defense/Protection calculations.
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction), activated Human Defense Rank 1 (65 Defense and 35 Protection [38% Damage Reduction]), and received 500 damage, the damage would be reduced to
{[500 * (1.00 - 0.10) - 20] * (1.00 - 0.38)} - 65 = 202
.
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction), activated Human Defense Rank 1 (65 Defense and 35 Protection [38% Damage Reduction]), and received 500 damage, the damage would be reduced to
- Contrary to popular belief, it is not possible to have negative Defense and/or Protection.
- If the defensive stat ignored and/or reduced is greater than the enemy's defensive stat, damage calculations will simply use 0 for the stat.
- For example, if one had 20 Defense and 6 Protection (10% Damage Reduction) and received 500 damage, the damage would be reduced to be
- Passive Defenses reduces damage by a certain percentage, however this is not to be confused with Protection.
- Certain monsters are immune to traditional forms of attack, however this is not to be confused with Protection.
- See also: Defense Modifiers and Protection Modifiers.
Armor Pierce
A measure of your ability to ignore enemy defenses with physical attacks. The higher the Dexterity, the higher the Defense Penetration.
- Armor Pierce, also known as Defense Penetration, is the amount of enemy Defense ignored when performing an attack.
- The amount of Defense ignored is equal to the amount of one's Armor Pierce.
- If the Defense ignored by Armor Pierce is greater than the enemy's Defense, damage calculations will simply use 0 for the stat.
- The formula for Armor Pierce is:
((Dexterity - 10) / 15) + Skill Bonus
- Axe Mastery and Crossbow Mastery adds Armor Pierce when equipped with an Axe or Crossbow, respectively.
- Not to be confused with Piercing Level.
Movement Speed
- Movement Speed is the speed at which the character moves.
- It is actually a hidden stat, and not displayed on the character screen.
- The speed at which a Human moves is defined as "normal" movement speed.
- As of the Renovation: Season 5: Close Combat and Lance Changes, human movement speed has been increased to the same speed as Giants, which was 1.18x faster than humans.
- Elves move 1.14x faster than humans. Before the Renovation: Season 5 update it was 1.32x faster than humans.
- Movement speed boosts always increases in proportion to the character's race.
- Movement speed can be temporarily increased by Awakening of Light, Wave Sweeper, certain Titles (e.g. "Homestead", "the Busy", "Outlaw Hunter", "Is Gone with the Wind", and "Snow Showers and Flowers"), Shylock's Step, Movement Speed Potions, and March Song.
- In Commerce, only the speed of the Backpack and Handcart are increased. The Hyper Speed Burst and Movement Speed Increase Potions affect all transport mounts including the Wagon and Pack Elephant.
- If the hyper potion is not giving the speed bonus, dismounting and remounting will resolve the problem.
- Most movement speed buffs do not stack with each other; only the buff that gives the biggest bonus will take effect. The movement speed set bonus from Fleet Feet Shoes, however, will stack.
- Movement Speed has no effect while transformed into a creature or flight speed.
- Movement speed affects the running speed of Charge and Lance Charge.
- Racial bonuses does not affect Charge speed, however.
- Dischord and Mirage Missile temporarily decreases movement speed of the impacted target.
- Fantastic Chorus's Sorrow Sonata decreases the movement speed of targets within the skill's area of effect.
- Spellwalk decreases the user's movement speed except at Rank 1.
Pet Points
See Pets#Pet Points for more information.
Points used for training Pet Perks. Pet points are delivered every 10th level, and can only be used after they've been transferred from a pet to its master. Once they've been transferred to the master, they can be redeemed on any of your pets. Utilize your pets wisely to gather PP.
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Status Effects
Status effects are special conditions that a character is put into or applied onto the enemy via using a certain skill, ability or from an in-game effect.
- They usually appear below your character's Health bar.
- Not all status effects have an icon or any visual indication.
- Information on the effect's duration (if applicable) can be viewed in the Status Effect window.
- All status effects are temporary under normal conditions.
- Some may disappear during logout or changing channels, some, like Potion Poisoning, will not.
Gallery
Character Status window
RP Status window
Status Effects
When Mini Potion or Magical Music is in effect.
A player that has been Poisoned.
A player poisoned by the effects of Mirage Missile.
Equipment Combination Effects
See Equipment Combination Effects for more information on triggering these status effects.
Glow effect for a Dustin Silver Knight Set bonus (Explosion Resistance shown).
Glow effect for an Avon Shield's Charge bonus.
Glow effect for a Valencia's Cross Line Plate Set's Stomp bonus.
Glow effect for a Hebona Set Firebolt (left) and Icebolt (right) bonuses.
Glow effect for a Trinity Set bonus (Mana Usage Reduction shown).
Glow effect for a Flamerider Set bonus (Flame Burst shown).
Glow effect for a Bone Marine Set bonus.
Glow effect for Chinese Dragon Set's attack speed bonus. This is unique to this particular set.
Glow effect for Cressida Set Flame Burst (left), Life Drain (center), and Water Cannon (right) enhancements.
Glow effect for the Belmont Set's Metallurgy (left) and Gold Strike (right) enhancements.
Glow effect for the Adonis Set.
Glow effect for the Thames Plate Set's Smash (left) and Assault Slash (right) enhancements.
- Colin Plate Set Glow Effect.png
Glow effect for the Colin Plate Set.
- Birnam Plate Set Glow Effect.png
Glow effect for the Birnam Plate Set.
Glow Effect for the Patron Set's Blacksmith (left) and Refining (right) enhancements.
Glow effect for the Bohemian Set's Magnum Shot (left) and Support Shot (right) enhancements.
Glow effect for the Mysterious Robe.
- Some effect bonuses share the same visuals as others (e.g. Poison Immunity visuals are the same as Flame Burst Enhancement).
Notes
- ↑ Numbers were tested with 0 and 180 luck. More information can be found here.
- ↑ https://nexon.mabi.world/News/Announcements/5/00H9H/the-enlightenment
- ↑ http://mabinogi.wikiwiki.jp/index.php?%A5%B9%A5%AD%A5%EB%2F%CB%E2%CB%A1%2F%A5%C6%A5%F3%A5%D7%A5%EC#n34bb9c8