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» Vindictus Expansion
Path of a Mage EmptyMon Feb 06, 2012 10:11 am by Karch

» We're kicking the can harder than ever.
Path of a Mage EmptyMon Jan 02, 2012 9:03 pm by Karch

» A New Year Signals A New Start
Path of a Mage EmptyThu Oct 07, 2010 11:47 am by Karch

» September Updates
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» Drama? pshh Please >o>
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    Path of a Mage

    Karch
    Karch
    Finalwind Admin
    Finalwind Admin


    Posts : 24
    Join date : 2009-08-08
    Age : 30
    Location : Florida

    Character sheet
    Character Name: Karch
    HP:
    Path of a Mage Left_bar_bleue219/219Path of a Mage Empty_bar_bleue  (219/219)
    EXP: 1/100

    Path of a Mage Empty Path of a Mage

    Post by Karch Thu Mar 04, 2010 11:55 pm

    Since I hate taking up space ill get to the point. There are three base elemental types of magic that is in game at the current moment. Ice, fire, and lightning. Each have pros and cons. There is also elementalization which applys a base element to your armor, weapons, and others. I will get into detail of all of this but for now ill briefly run through everything. Thhere are four types of magic currently out, which is considered magic (mirage missle is not considered magic don't bother me about this later). As said before the three base elements and healing. Healing is the only magic not ment for combat. Each of these four elements have a standard cast spell and a advance spell. Also as of G7 there are shield spells to repel each element except healing of course..... Now the details.
    There are few types of fighting styles that mages use. There is the combat mage, who uses magic sometimes with standard meele but the magic rank is still high. A combat mage will usually pick one type of element that they choose to use. In general, high def like warriors and attack slightly weaker or as strong as warriors. Then there is a standard mage who usually ranks all three elements and has at least one advance spell. This is somewhat rare since the cost of mana potions is somewhat high. The standard mage will usually pick combat as a secondary class to work on so they are still a large force when out of mana. Then there is the pure magic mage who will work on all spells and use advance magic whenever given chance. As you already know Mabinogi has a free range system so players pick whatever they want to do, so this is just a general outlook.
    Elements. As said earlier there are four elements, but three are used in elementalization. Each element has pros and cons. Fire magic has 2005 damage against ice based monsters. Ice 200% against fire. Lightning 150% against both. In elementalization a player usually uses some type of elemental, such as a lightning elemental, and enchants their armor, wepons, or other. The process of elementalization has a full effect when a player has 9 or more equipment that has some type of element. The magic a player uses that is based on their equipments magic will have a stronger effect on enemys, but also makes you prone to the effects that monsters recive as elements. 200% from fire if you are ice based. 200% from ice if you are fire. 150% from ice or fire if you are lightning. Furthermore you recive 50% damage from the enemy if you are of the same element, but you still give out 50% damage back .

    Firebolt: A single shot spell. It has the highest damage but slowest cast time. It can be stacked to five chargest at max like any other spell. It also has a any-charge knockback effect so it is usually spammed by low lv players and followed by counter.
    Icebolt: The multy-shot multy-charge spell. Each charge is a individual hit similar to AR(for ar info look for the range guide. If a range guide does not exist, bug Ryu to make one). It can be used consecutively but each consecutive hit has a deffrent effect. One will simply stun the enemy for a few seconds. Two will knock back the enemy a bit. Three will knock it down, The four if used when the enemy is on the grown will force it back up. Five will do same as one.
    Lightning Bolt: My personal choice of Magic and most commonly used in pvp(much to my annoyance). Lightning bolt is similar to firebolt in charges. Five charge and single shot, but this spell has a chain effect. It can hit five enemys with 5 charges, but there is also a small downside to it. If you have multy charge and surrounded by many enemys that can kill you..do not multy charge or they will aggro you. Like icebolt, it has a stun effect, but lightning's stun is slightly longer.
    Healing. Healing is the only type of magic that is not for combat. It is as it name states...healing. somewhat redundant to say it but I felt that I should.
    Advance Magic. Advance magic is the highest part of magic...so far. Each element has diffrent effects and useful in diffrent situations. Advance magic can only be used while you have a wand of the element of magic you are useing equiped(ex. Fire wand or pheonix wand -> Fireball). You cannot move while charging or using advance magic, so you are prone to being attacked while charging. Advance magic has a 2000 radius of attack as compared to normal magic's 1300?. Please note, advanc magic vs a player useing range...will fail. Range has a 2500 radius so you will be shot(please look for the range guide for more info. If a range guide does not currently exist...force ryu to make one)
    Fireball: The fire based advance. It has a standard single shot which is rather powerful. The spell will have a set target and will hit all enemys in its radius It is the strongest of the advance combat magic, but it is also the most timely. It is the slowest of all advance magic and it has a required five charge to be used. It is also the slowest moving spell at the current moment. because of its slow movent it is possible to be dodged by players useing mounts. Though it can be dodged by players it cannot miss when used on monsters unless there is a fire bloacking it. Fireball is also the most used by high level monsters(Crom Cruiach?, Dragons, Fire Wyverns). To get the quest to use the fireball spell, equip the noob element master title and talk to Stuart about skills in the Dunbarton library. For info about pages see other guide that will be posted later. Mp cost for this spell is same each charge(25 for humans)
    Icespear. The ice based Advance. Ice spear is known for being the fastest to charge and the most difficult advance to obtain. Mp cost for this spell is rather low and remain the same per charge. This spell is a two part quest on obtaining. Icespear is a multy shot spell like its lower counterpart. The spell will freeze a enemy and then damage them when used in combat. The spell can also freeze a enemy mid air like petrification. To recive quest on icespear talk to Stuart about skills while you have a ice wand equiped. Yet again, look for the guide on pages.
    Thunder. The lightning based advance which is my choice of magic. Thunder is the second easiest advance magic to obtain. To recive quest for this talk to Stuart about skills while having a lightning wand equiped. The mp cost for thunder is rather bizzar to be honest. The first charge will comsume a large about of mana while the next 4 charges will decrease in cost as you gain charges. Thunder like its lower counterpart is a chain spell, though as ranks increase the number of chains will increase as well(please not that its not each rank you gain more chains per charge). Also thunder is the only spell with a fully charge bonus. The spell when fully charge will do 1.5x the damage. Thunder is also known for being the biggest user of mana if it is single charged. yet again, to use lightning wand to use this spell. See guide for info on pages.
    Party healing Though this is the easiest to recive, it is still a advance. To get the spell equip a healing wand. The mana cost are dependant on rank..

    Mana shields: because of the release of G7 there have been some skills released for protection. That would be mana shields. There are the three elemental shields and a shield for range. Also as of G8 and standard Mana shield. Because I think iv already taken too much spacethis will be simple. To get the shields you have to first talk to Kousai in cor about skills. He will give you a quest that requires you to hit a enemy that is using Natural shield(the range one), which means you will have to range. After getting natural shield you will have to collect orbs that are for the element of that shield.(white orb for ice shield, fire for fire and so on and so forth). To get the orb you will have to use L-Rods in cor and collect artifacts and possibly restore them for the orb. After you get the orb talk to Kousai about skills and you will get the shield of that element. The shields can temporarly stop magic of that element, but depeding of the rank of shield will depend on the damage you take(somewhat similar to defence except you cannot move and it is only temporary). Shields can stop a advance magic to some extent, but not completely (I fully charged thunder and killed my wife in pvp on 7%.. She used lightning shield. Though I have rank 5).

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