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Kyouriharu
04-13-2010, 02:38 AM
The Elven Handbook
~ Kyouharu


Part 1: Introduction
Part 2: Know the Elf
Part 3: Offensive Skills
Part 4: “Refining” Your Dexterity
Part 5: Falcon Elf
Part 6: Weaponry
Part 7: Special Upgrades
Part 8: Enchant Sets
Part 9: Titles
Part 10: Pet Play
Part 11: Tricks of the Trade
Part 12: What Now?
Part 13: Video Library
Appendix: Update Log

Part 1: Introduction
Elves are perhaps the most misunderstood race in the game. Players think that because their ears are pointy that their arrows fly at a faster velocity. Even the locals in the elf town are lackluster and cold. Not to mention that Castanea just loves to wipe out memories here and there. Well then, allow me to shed light on the elven potential. Here in this handbook, you’ll know the in’s and out’s of elven-friendly combat. Remember, just because you have pointy ears doesn’t mean you shouldn’t pick up a blade!

With G10, G11, and G12 as well as Alchemy, the role of the elf has evolved. No longer is the frail elf which cowers at the shadow of a Skeleton. The elf now has the potential to become to all around powerhouse which can use its limited resources to the maximum. Though still the ranged alpha wolf of the three race pack, the elf can now make up for their short comings by raw damage, raw speed, and the good old elf wit.

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Part 2: Know the Elf
Elves are the race native to the town, Filia, located in the Connous region of Iria. The leader of the elven race is Castanea, who gives you a free Elf Character Card upon making an alliance. The elf race is often shown to be the coldest, the most distant of the three races, when portrayed in the mainstream quests; specifically, Generation 7 and 8. So going beyond that, lets jump to what everyone wants to hear: the pros and cons.

Pros:
- Elves are more proficient in Intelligence, Dexterity, and MP
- Elves run 32% faster than a human and 20% faster than a giant
- Elves receive three times more mana from Eweca
- Elves use less AP on melee skills
- Elves have their own version of Ranged Attack as well as other ranged skills (see below)
- Elves have quicker load time with Ranged Attack and Magnum Shot and a higher aiming cap (84%;92%)


Cons:
- Elves have a Strength, HP, and SP deficit
- Elves are unable to wield two-handed weapons (except Brionac) and heavy armor (though still able to wear light armor)
- Basic magic skills and ranged skills cost more AP compared to humans
- The melee skills for elves have been nerfed (see below)
- Elves are unable to dual wield
- Elves aim speed is slower than that of a human

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Part 3: Offensive Skills

Section 1: The Ranged Option
“Think of it like this; human ranged is like a sniper rifle, elf ranged is like dual wielding shotguns” – Razhei
This is what people instantly think when they hear “Elf.” Elves are highly proficient in ranged combat compared to humans and giants because of raw speed. Bow wielding is the bread and butter of most elf combat and is often used frequently even with melee inclined elves.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Ranged_Attack.png
Elf Ranged Attack:
People who have played the game know that there is a difference between human and elf ranged attacking. Elven Ranged is most defined by double shooting; yes sir, the ability of shooting two arrows at once. This skill effectively doubles the intended DPS. However, there are some hidden traits that people never take into consideration. First off is the load speed, this compensates for the lower aim speed. This allows elves to “zero shoot” (firing arrows at point blank) with no problem at all. Next is the SP usage. Humans use a good 5 SP at Rank 1, where elves use only 1.5 SP. This allows for good shooting without the fear of Stamina failure.

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Magnum Shot:
BANG, POW! That’s all I have to say about Magnum Shot. Where humans take aim for a second and a half with this skill, elves take just half a second. However, elves suffer from slow aim speed so humans may be able to pull the trigger more accurately than elves. But on the other hand, elves are able to fire fast and hard when it comes to close range.

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Mirage Missile:
The hidden gem of elf combat. This skill is always overlooked by early game elf players. I over looked it myself, that is, until Generation 8. Mirage Missile has only gotten stronger with the addition of Intelligence calculated damage after that patch. That means with every “puff” (which is about every three seconds) the original damage of the skill is calculated with defense and protection in mind, but then adds the damage caused by Intelligence IGNORING defense and protection. What the hell does this mean to you? It means that it can hurt hard if you have enough Intelligence. Let it be noted though, Mirage Missile will put you at a walk while loaded, unless you have a crossbow.

Mirage Missile seems to shine the most in Tara Shadow Missions and in Dungeon Orb Rooms where enemies spawn in huge clusters. This will allow for maximum exchange of the infection. It's quite a luxury to know that, while you're pummeling and enemy, another enemy is slowly losing HP, maybe even up to a third of it. This can make a difference from one Magnum Shot or two.

Though not confirmed, I think the damage of Mirage Missile is:
(MaxDamage-Defense)x(1-Protection) + (INT formula)

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Final_Shot.png
Final Shot:
There has been a lot of debate over Final Shot. Many argue its current usefulness saying that it’s a horrible stand alone skill or one of the best. As for myself, I’m still a skeptic. Without a doubt, Final Shot increases the DPS of spamming Ranged Attack on a sorry enemy almost through the roof. However, the strength of Final Shot is the ability of pulling fast and accurate Magnum Shots from any range. However, with teleportation still broken, Final Shot is only a situational skill getting the most benefit from a stationary enemy or while wall humping.

Offensive tanking is a good use for Final Shot especially when handling multiaggro. Understand that this doesn't make Final Shot as "tanky" as Wind Guard, it's just used to make multiaggro or Advanced Heavy Stander less annoying. By pulling out a Mana Shield and placing yourself in Final Shot in the fray, you push away any low stunning hits and return back with Magnum Shot. This makes your Alchemy spamming Doppelganger a pushover where it frantically blows water and air at your face and you return with Magnum Shots (be aware that Flame Burst cancels Final Shot).

As of G9. Final Shot was nerfed preventing teleportation while aiming. Whether this will be restored in the future or not is unknown. However, in foreign servers, teleportation has remained untouched.

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Critical Hit:
Critical Hit does fall into basically all of these categories but it would be wise just throwing it in here first and foremost. Critical hit benefits all combat types, Ranged, Melee, Magic, Alchemy. This skill is simply too valuable to pass up, nailing Critical Hits is the core of all combat and is a must. However, this is the reason why elves should put it high on their skill priorities list. Bow using elves will be confronted with a big issue; they cannot use their Ranged damage in a way like Windmill, meaning that they do not have a Ranged Protection Piercing Critical Hit Rate attack. This is why it’s wise, when picking enchants and upgrades, to choose Critical over Max Damage. That damage will mean nothing if you can’t critical with it.

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Evasion:
Evade is an overlooked skill mainly because it feels so limiting and that it has a chance to fail. But we're elves, right? We live by chance, failing at 99% and succeeding at 50%! Okay, in a more serious note, I find Evasion as a great replacement for Charge when you have your bow out. Evade, at high ranks, becomes much more reliable with higher chance of success as well as an extra roll. Also, at higher ranks, recovery time is shortened allowing you to load up Ranged Attack during the end of the rolling animation. Do note that this is when Evasion is the weakest. All in all, I do recommend using this skill especially when handling Bone Archer multiaggro.

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Support Shot:
Hello G12 as well as Support Shot being used. First thing someone would notice about this skill is that it takes a long while to train taking thousands and thousands of shots come Rank 9. However, that doesn't mean you should pass up training this skill. First off, this skill gives a delicious amount of dexterity as an elf; 31 dex compared to 20 dex as a human. Secondly, in a party, you can skip melee seemingly all together. At rank 1, it gives a very nice 70% bonus melee damage to the enemy at a weakened state. Combined with Frozen Blast, scary numbers can pop out perhaps giving light to some kind of support build for elves.

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Crash Shot:
Now we get to the skill that most ranged players have been looking for, Crash Shot. So the first question that everyone thinks of is "Is it worth the 490 AP investment?" To put it in perspective, Crash Shot is Magnum Shot MK2 with Windmill splash damage. In short, I believe it is worth the investment; however, keep in mind that Crash Shot is a fully situational skill meaning that it only shines when the situation grants it too.

So what are these situations? Be aware that Crash Shot has quite a few variables when it comes with opportunity cost. First off, maximum damage, explosive damage, is only given to the TARGET ONLY where as the set fragmentation damage (the 250% damage at rank 1) affects the monsters caught in the SPLASH ONLY. This means that Crash Shot is used to it's maximum potential if and only if the target monster is surrounded by other monsters. Take note of the damage equation for the explosive damage;

0.6*(Highest Splash Damage)*(Number of Targets Splashed)

Highest splash damage obviously being different around each instance of use but remember that the splash damage is always 2.5x (assuming you have rank 1) multiplied by a damage in your range. Given the variance of monster spawns, we can find the total explosive damage between the scenarios:

2 Mob Room: 0.6*(250%)*(1) = 150% Explosive
3 Mob Room: 0.6*(250%)*(2) = 300% Explosive
4 Mob Room: 0.6*(250%)*(3) = 450% Explosive
5 Mob Room: 0.6*(250%)*(4) = 600% Explosive
6 Mob Room: 0.6*(250%)*(5) = 750% Explosive
7 Mob Room: 0.6*(250%)*(6) = 900% Explosive

Notice how weak the explosive damage is upon lower number mobs, numbers which could be found in Shadow Warrior or Stones, making Magnum Shot spamming a much more viable way to handle them (This is only the case for elves since Elf Magnum Shot loads much more faster than Crash Shot). Middle numbered mobs, most common in Shadow Cast City, can use Magnum Shot and Crash Shot almost interchangeably. This leaves heavy numbered mobs as the main option of Crash Shot using that high explosive damage to eliminate the targets as well as soften the enemies in the splash.

All in all, this skill doesn't completely replace Windmill, remember that. Windmill has the advantage over raw spammage and constant reliability across the board. However, I recommend ranking up the skill only if you don't intend to drop the bow anytime soon. But remember, it's an expensive skill and it doesn't show any noticeable usefulness until rank 5.

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Bow Mastery: (G13S2)
Awaiting just beyond the horizon is the passive skill, Bow Mastery. Though potent for both humans and elves, it grants a tremendous edge to elves, especially the normal Ranged Attack spamming type. It grants an enormous 30 max damage at Rank 1 as well as 19 dex. This 30 max damage is placed on both shots of an Elf Ranged Attack shot, similar how Blunt Mastery adds 30 max to dual wielding Maces. Definitely a must to rank when to come out, it extends the potential of damage an elf has by quite a mileage.

http://i160.photobucket.com/albums/t188/pinoyboymfs/Crossbow_Mastery.png
Crossbow Mastery: (G13S2)
Also another skill to look forward to is Crossbow Mastery. Though only giving 20 max damage at Rank 1, it makes up for being behind Bow Mastery by granting a heavy 15% critical to crossbows. This will grant a beastly 58% critical hit rate to Crossbows and an unrivaled 68% critical hit rate to Arbalests when they are released. With access to enchants like Revolver, this new skill can make crossbows the ranged weapon with the highest critical rate.

Section 2: The Melee Option
“Sometimes I feel like using my bow is cheating.” – Kyouharu
Everything needs a backup plan. Ranged works well with melee, mainly because of the absurd load times for ranged skills. But the more and more you start slicing, the more it feels common. Some elves even abandon the bow and start working with the blade or the blunt. But where elves lack in melee damage, they make up for speed and versatility.

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Combat Mastery:
This skill is self explanatory. Similar to giant and human combat mastery, this skill adds damage, strength, and balance. It adds less of the first two for elves though (only giving about half the strength compared to humans). Let it be noted that with Rank 1 Combat Mastery, you need about 280 dexterity to wield 0 balance weapons. Elves can get to this number easily.

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Smash:
Elf smash is essentially the same as human smash. Though the load time is abysmal as an elf, Smash is still used mainly as an opener or a finisher. Unlike the Icebolt speed Giant Smash which can be used in mid combo.

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Defense:
Though elf defense grant less base defense than humans or giants, I think this is where elves shine. Like I said before, elf melee makes up for damage with speed; this is a perfect example. Elf speed is faster than humans or giants by 32%, 25% (respectively) while running AND walking. This allows you to make a massive gap between you and the enemy with defense on and close a gap quickly and safely.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Windmill.png
Windmill:
I have a hate-love relationship with Elfmill. Compared to Giant or Human Windmill, Elfmill does about 20% less damage (compared to humans and giants) while still taking 10SP and 10%HP. I love the skill as a defensive measure and when I nail a critical, however, my damage is substandard when it doesn’t critical. I still recommend at least Rank 5 for the range boost for defensive purposes.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Counterattack.png
Counterattack:
Meh. Not much to say about counter. I only used it for bolt countering early game, but not beyond that. I ranked it solely for the dex. Still, some early game players will need at least rank F counter for basic Bolt-Counter.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Charge.png
Charge:
Elves of all types will love this skill. Charge makes the ultimate bridge from melee to ranged with the least amount of problems. After making contact with Charge, you can switch to your bow and fill the enemy with arrows or load a smash. However, because of the load time of smash, load it as soon as you make contact.

http://i160.photobucket.com/albums/t188/pinoyboymfs/Sword_Mastery.pnghttp://i160.photobucket.com/albums/t188/pinoyboymfs/Blunt_Mastery.pnghttp://i160.photobucket.com/albums/t188/pinoyboymfs/Axe_Mastery-1.png
Melee Masteries:
Though you're an elf, melee damage tends to fall short at times often leaving you to ask more from it. These masteries are the equalizer to that damage. The damage granted from these masteries will vary from 20 or 30 at Rank 1 allowing you to keep up in terms of damage for a good yardage especially if you're looking for some pick up damage for your Warhammer. Though off melee, Sword Mastery and Axe Mastery can be a benefit as well granting the user 19 dexterity and will respectively. Definitely consider ranking them for some end game gain.

Section 3: The Magic Option
“Pi-pikachu” – Kyouharu (Charging Thunder)
Mana, that’s what makes magic stronger. Elves have A LOT of it. I find myself with 370 Mana and using it for nothing but Lightning Bolts or Mana Shield. Be wary, though, elves use more AP ranking basic Magic skills opposed to humans or giants.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Icebolt.png
Ice Bolt:
Ice Bolt is the newbie friendly magic skill. It’s quite versatile, being able to take out Defense and load at quite a fast speed. The issue is that is has low damage, even with a wand. I guess using a +4 chain cast wand will fill the void that you don’t have Arrow Revolver. In the end, elves use it the same as humans for the most part.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Lightning_Bolt.png
Lightning Bolt:
Just like humans, Lightning Bolt is all about Speed and Damage. You can dish out great damage with this spell without a wand. However, ranking this skill beyond Rank 9 puts Stiff Tail Caps out of the question.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Firebolt.png
Fire Bolt:
Again, no change from humans except for AP cost. Fire Bolt is the magic form of Smash, instantly breaking defense and putting the monster on their back. It does immense damage when fully casted. One unique thing for ranged attacks is that right after you fire a Fire Bolt, you can begin aiming with your bow and get to 99% right before the enemy even hits the ground.

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Ice Spear: (RESEARCHING)
Now we’re getting to the meat and potatoes of Elf Magic. First thing to know about elves and Ice Spear is that elves use much less mana than humans. There have been many debates over Ice Spear and Thunder usually taking into account MP and DPS. Ice Spear is really no contest for elves. Elves use a whooping, 40% less mp than humans when using Ice Spear. In terms of damage per MP, elves out damaging Thunder at the first two charges (first three with a damage increasing crown wand, and almost matching the forth charge). With DPS and damage stability though, Thunder may have the upper hand.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Thunder.png
Thunder:
Thunder is my favorite spell. It looks flashy and it deals a great amount of damage so quickly. I tend to use it only in big parties though, when my ranged look lack luster and when my melee falls flat. Thunder is just a big bang that I enjoy.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Fireball.png
Fireball:
Personally, I don’t have Fireball but I can imagine it works the same as human Fireball. Load for a good 25 seconds and deploy for a bigger bang!

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Mana Shield:
Without heavy armor, defense may seem to be a problem. I play with the Magnum Shot title so even a little leaf in the breeze will critical hit me. This is where Mana Shield comes in. Originally, a single combo will always lead to my death, but with Mana Shield up, monsters have to chew through my large pool of mana dealing only 10-20 damage on it. Most elves will always have this skill on during multiaggro situations. I know I do. Though putting up this shield will make Windmill a less viable option to use.

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Blaze:
If G10 was defined as a skill, it would be Blaze. Elves use Blaze the same way as the other races do. However, the astonishing Ice Spear to Blaze combination is a life saver for elves since Ice Spear sponges less MP for elves. With great skill, Blaze can quickly nail the sacred 10k critical hit damage.

Section 4: The Alchemy Option
“Golem Smash!” – Karmel
I haven’t touched alchemy skills beyond Barrier Spikes, however, I do see the potential in some skills through some of my friends.

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Summon Golem:
This skill is the melee savior of elves. Elves fall short when it comes to their melee skills, but everyone falls short to the golem. Ranking this skill is costly, but its well worth it, especially where elf melee doesn’t cut it and when ranged is suicidal. Fomor Commander II Hardmode is the perfect example.

Further research yields that, because of Snow Golems' base critical of 100% without calculating Alchemy Mastery or Clay Cylinder bonus, Snow Golems can succeed in most places where enemies have high protection. Rank 1 Summon Golem is an easy 5k Smash, which is something to behold when an elf does it themselves. Golem will help be a melee filler as well as an aggro meat- er stone shield.

Now playing with Snow Golems, I have to say, I love them to death. They can critical hit anything that breathes and they completely out-damage even most late game players even at Rank 5. So what more can I go from here praising about this skill? The Golem, when not controlled, has instinctive reaction where it continuously attacks enemies who attack it first. This can, theoretically, set a three pronged attack from a barrage of Golem fists, the fangs of a snake, and the feathering of an arrow.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Protective_Wall.png
Barrier Spikes:
I plowed through this skill and got it to Rank 1 within a week. My inner engineer loves this skill. I often use Barrier Spikes while wall humping an enemy where Mana Shield isn’t an option or using mana isn’t favorable. Barrier Spikes acts like a layer of HP that enemies need to plow through to gnaw at your ankles. Barrier Spikes can also serve as a wall for wall humping when needed.

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Frozen Blast:
To be honest, when I first spent points on this skill at it's early ranks, it failed so much that I began to think it was a huge waste of AP. However, as the ranks got higher, the more and more useful it began to show. Frozen Blast is one of those skills that is completely useless at it's early ranks but really begins to shine at higher ranks. What this skill does is keeps enemies frozen at a weaker state allowing for safe attacks for a time. However, elves get the full benefit from the skill. The biggest drawback from the skill is that it causes aggro whether or not the skill successfully freezes the enemy or not. This will cause huge problems if your target catches you with a cylinder in your hand at close range. Elves can remedy this by hiding right after the launch of the skill. Since this skill doesn't count as an "attack," elves can hide right out of it if their hide cooldown is refreshed.

At low ranks, the skill can barely freeze anything at all having an absurdly low rate. However, it excels at rank 1 where it can freeze anything around 3k CP at a decent rate leaving most monsters in Peaca vulnerable (Example (http://www.youtube.com/watch?v=tw3g4ibdLxU)). Though still, at higher CP levels where the enemy is hard to freeze, a successful freeze will leave the enemy wide open to pot shots with Magnum Shot (Example (http://www.youtube.com/watch?v=753e_NW1pPs)). All in all, this skill is a good luxury to have, however, because of the high AP cost and weakness at low ranks, I would not put it high in your priority.

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Life Drain:
Most new elves are, not only suggested, but urged to stay low HP, but that doesn't last forever. With continuous thirst for power comes the burden of HP. Elves, having most of their population quite frail, will often lose quite a bit of HP at the first few hits; goddess forbid they're critical. Life Drain will be able to pick up spare HP often. However, remember the crystals are a tad difficult to obtain. Like most Alchemy skills, if you're not going pure alchemy, then it's more of a luxury than an necessity.

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Shock:
Again, like most Alchemy skill, Shock is a luxury skill, not really needed. However, because it doesn't cause the enemy to knockback, it's definitely worth a look as an elf. When paired with Final Shot and Crash Shot, it allows an elf to fire nearly endless volleys of Crash Shots on a group of enemies without being interrupted (http://www.youtube.com/watch?v=-P5CvY9ZCVQ). Shock can support your ranged attacks strongly. Though I don't have it myself, whenever my friend blesses me with surging power, I feel unbreakable.

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Part 4: “Refining” Your Dexterity
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Refine. This skill sheds shivers through most players’ backs. But let’s face it, if you intend to follow a meta-game type, gameplay, refine needs to be high in your priority. The bane of refine is that failures make ranking it so much easier. Without failures, you’ll be wasting more gold and more time on successes that you may end up never ranking it. That potential 36 Dexterity will never be under your belt. However, refine isn’t the only life skill that should give you troubles. Weaving, now that’s a migraine. Blacksmithing is costly, as well as tailoring. Playing Instrument is a grindfest.

Plowing through dexterity requires goals and control. Know that it is possible to plow through refine with 150+ Dexterity, but it will be much more of a strain on your wallet than it would have been. The wisest thing is to mentally cap Ranged Attack. Then work on refine. After refine, it would feel like a great burden is off your shoulders, but then a greater one awaits.

Weaving is a big pain. It takes lots of time, dedication, and coffee. I jumped around from weaving and grabbed the easier dexterity increasing skills such as First Aid and Cooking. But remember, beyond refining, you don’t have to always focus on life skills. Remember; just have fun, work on these skills when you have the time.

Luckily, with the inclusion of Production Failure Potions, Refine will be slightly easier to rank. However, this, of course, costs money. Refine always costs money, whether be is gold for the unneeded successes or the dollars for the Failure Potions. But like I said, just work on these skills when you have the time.

Dexterity Calculator

Elf Combat

Elf Range Attack: +22
Mirage Missile: +23
Final Shot: +41
Magnum Shot: +18
Support Shot: +31
Combat Mastery: +9
Counterattack: +15
Evasion: +4
Crash Shot: +31
Sword Mastery: +19


Total: +229 Dex (91.6 Max, 65.4 Min)
[Compared to Human Total: +216 Dex]

Life Skills

Blacksmithing: +22
Cooking: +9
First Aid: +14
Fishing: +5
Handicraft: +14
Herbalism: +11
Metallurgy: +11
Playing Instrument: +24
Potion Making: +8
Production Mastery: +17
Refining: +36
Tailoring: +24
Weaving: +43
Enthralling Performance: +19
(Enchant): +15
(Metal Conversion): +10
(Hailstorm): +19

Total: +301 Dex (120.4 Max, 86 Min)

Grand Total: +530 Dex (212 Max, 151.4 Min)

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[B]Part 5: Falcon Elf
Obtaining the transformation of Falcon is really quite a feat. Falcons are the “Paladin-like” of the beast formations. This means that their Passive Defensives come at random intervals. Beyond that, the power of the Falcon Elf relies on their Critical (from Sharpness of Connous) and Protection (from the Armor of Connous). This often places then above Paladins in terms of Ranged Combat because of the great Critical increase.

Skills:

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Fury of Connous: (Middle-High Priority)
Avoid the urge to rank this skill for the cardboard wings. This skill increases the base damage for all weapons and then adds to your max HP and SP. Bow enthusiasts should avoid ranking this skill first. However, melee elves should jump into it since it gives Strength. However, the added transformation time does give it a good benefit to rank first.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Elven_Magic_Missile.png
Elven Magic Missile: (Middle Priority)
I love this skill. Many plays often avoid it since the damage is substandard at Rank F, but once it gets up there, you won’t believe you lived without it. I can go on and on about this skill so allow me to condense it. After loading this skill, you have ten seconds to fire it. The longer you let it charge, the more damage it does. I often see myself fire 5k critical missles. When you fire, the wheel stops moving and then fires the element of the missile:

Ice is the most preferred because it has a splash like Rank 1 Windmill dealing decent damage.
Lightning is also preferred because it has a splash almost like Fireball dealing standard damage.
Fire is the least preferred because it fires straight with near no splash, though highly damaging enemies in the way.

The rule of thumb for this skill is to hold the charge. I often count the seconds and fire at my eighth count. Sometimes people look at the wheel since is grows slightly when it charges. Others keep an ear open for the sound, though the sound may glitch on you. This skill definitely lives up to the title of the “Ultimate Ranged Attack.”

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Armor_of_Connous.png
Armor of Connous: (Low-Middle Priority)
After you grab Sharpness, grab this skill. It adds a good 18% Protection for you melee users and 200 Will, which is about 20% Critical, for the bow enthusiasts.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Mind_of_Connous.png
Mind of Connous: (Middle Priority)
I say, when you rank Elven Magic Missile, start ranking this skill. Once you get Magic Missile to Rank 1, it chews up 40 MP a shot. This will drain you fast but don’t fret, Mind of Connous adds a good 700 MP at Rank 1. This will add a good Mana Pool for Magic Missile.

http://i160.photobucket.com/albums/t188/pinoyboymfs/icons/Sharpness_of_Connous.png
Sharpness of Connous: (Middle-High Priority)
Bow users, grab this skill as fast as you can. Not only will it increase your Dexterity, but it adds to the ever so vital Critical rate. However, melee elves should put this behind Armor and Fury depending if they take the Critical Rate over Protection.

========

Part 6: Weaponry
The arsenal of weapons for elves are a little bit more limited compared to humans. The fact that they cannot dual wield puts most blades out of the picture, and no two-handers limits their damage further. They even have the same bows to use for the most part, adding the Guardian Bow. However, because of their Dexterity gain at every age, elves can use weapons with higher balance than most humans, as well as take bows that humans might have difficulty using.

Section 1: Ranged Weapons

Leather Long Bow (http://wiki.mabinogiworld.com/index.php?title=Leather_Long_Bow): (190)
Damage: 5-41
Critical: 20%
Balance: 48%
Range: 2100
The Leather Long Bow is the most popular bow for most ranged users. I call it the “Gladius of Ranged Combat” being able to be modified for basically everything. It has great damage and range, but it kinda “meh” when it comes to critical hit rate. Regardless, this is a good bow to jump start your bow wielding.

- Artisan Upgrade Analysis: (Leather Long Bow)
Dexterity: +0 ~ +31
Luck: +0 ~ +35
Maximum HP: +0 ~ +5
Stamina: +0 ~ +5
With a large dex roll, in fact the largest dex roll for ranged weapons, and decent luck roll, the Leather Long Bow continues to follow suit as the "High Damage, Decent Critical" weapon with artisan upgrades installed. With a max roll on both, the Leather Long Bow is granted a powerful edge over most of the ranged weapons by being fairly cheap but still powerful.

Long Bow (http://wiki.mabinogiworld.com/index.php?title=Long_Bow): (153)
Damage: 10-42
Critical: 33%
Balance: 15%
Range: 1900
Though the Leather Long Bow is good, the Long Bow is better. This bow is constantly over looked by most players because of their base damage. However, once upgraded, it excels in both damage and critical. Thus, I dub this bow the “Broadsword of Ranged Combat.” Following the 153 mod-path, you get one more max damage but a much higher critical rate. The balance is the big turn off; you need 220-odd dexterity to use this build without trouble.

- Artisan Upgrade Analysis: (Long Bow)
Dexterity: +1 ~ +18
Luck: +28 ~ +35
Maximum HP: +4
Stamina: +5
With artisan upgrades installed, the Long Bow draws the short end of the stick given it's initial potential. It was given a low dex roll but a stable luck roll. This allows the Long Bow to be given a edge in critical hit rate over it's competitor, the Leather Long Bow, in terms of reliability.

Composite Bow (http://wiki.mabinogiworld.com/index.php?title=Composite_Bow): (114)
Damage: 15-30
Critical: 37%
Balance: 45%
Range: 1700
The Composite Bow is the critical alternative to ranged combat. Composite Bows are popular because they come with a Stamp enchant on them being able to Spike without problem. With the Composite Bow, you can critical without fail.

- Artisan Upgrade Analysis: (Composite Bow)
Luck: +15 ~ +70
Maximum HP: +2 ~ 5
Stamina: +2 ~ +5
With a massive roll on luck, the Composite Bow remains as a critical friendly weapon for ranged combat. With a 70 max roll, it grants the Composite Bow a massive 14% critical hit rate placing almost all the ranged weapons in it's shadow.

Guardian Bow (http://wiki.mabinogiworld.com/index.php?title=Guardian_Bow): (159)
Damage: 4-42
Critical: 6%
Balance: 35%
Range: 1800
The Guardian Bow is the only “Elf-Only” bow. This bow can be upgraded for high damage sacrificing critical. However, this isn’t the true strength of the Guardian Bow. The Guardian Bow is the only bow in the game that doesn’t suffer something that I call “Elf Durability.” Because elves shoot two arrows at once, bows lose durability at twice the rate. However, because the Guardian Bow is “Elf-Only,” one shot from an elf, whether one or two arrows, will count as one shot. It’s already high durability (18 points) will be the real, full 18 points.

Guardian Bow (http://wiki.mabinogiworld.com/index.php?title=Guardian_Bow): (235)
Damage: 19-28
Critical: 48%
Balance: 30%
Range: 1400
As suggested by Retalia. This bow is more or less like the Composite Bow with high durability (as explained on the previous build). The build sacrifices range for a great amount of critical, where more critical is always a good thing.

- Artisan Upgrade Analysis: (Guardian Bow)
Dexterity: +4 ~ 27
Luck: +8 ~ 18
Maximum HP: +2 ~ 4
With a 27 max dex roll, the Guardian Bow falls short behind the Leather Long Bow in terms of artisan upgrades unfortunately. The artisan rolls are quite inconvenient given as an elf alternative to the Leather Long Bow.

Ring Bow (http://wiki.mabinogiworld.com/index.php?title=Ring_Bow): (230)
Damage: 10-53
Critical: 1%
Balance: 43%
Range: 1700
The Ring Bow is another popular bow used by most elves, almost as often as the Leather Long Bow. The Ring Bow is the strongest bow in terms of raw damage; however, this upgrade path rips out any Critical chance at all. This bow also pushes back enemies after two shots. This can cause spacing issues but this can be used to your advantage. Spacing will cause more opportunities to shoot the enemy before they come too close. All in all, the damage of this bow is the biggest appeal. If you can afford it, it can be a good beginner bow.

- Artisan Upgrade Analysis: (Ring Bow)
Dexterity: +3 ~ +18
Luck: +3 ~ +35
Maximum HP: +2 ~ +4
Stamina: +2 ~ +3
Giving a low critical weapon a 35 max luck roll can make a bit of difference when attacking enemies with high protection. However, if rolling for dex, an 18 max roll is rather meek especially when it's covering the vital fifth upgrade which grants the Ring Bow 10 max damage. All in all, I wouldn't recommend rolling artisan for a Ring Bow.

Elven Short Bow (http://wiki.mabinogiworld.com/index.php?title=Elven_Short_Bow): (103)
Damage: 10-41
Critical: 39%
Balance: 22%
Range: 1400
The Elven Short Bow is one of the greatest bows. This bow has fairly high critical in terms of bows that can reach over 40 damage. However, the biggest problem of this bow is the range. This limits you to only zero shooting with it. Alongside that, it has 8 durability meaning that you’ll be repairing this bow often.

- Artisan Upgrade Analysis: (Elven Short Bow)
Dexterity: +4 ~ +28
Luck: +7 ~ +35
Maximum HP: +2 ~ +5
Stamina: +2 ~ +5
With 28 max for the dex roll, it falls short to the Leather Long Bow. However, the 35 max luck does allow it to power through the high damaging bow allowing it to maintain one of the bows with a better damage to critical ratio.

Elven Long Bow: (http://wiki.mabinogiworld.com/index.php?title=Elven_Long_Bow) (149)
Damage: 10-37
Critical: 10%
Balance: 40%
Range: 2200
As suggested by Zxavier, the bow sacrifices damage and critical for a hidden asset of ranged combat, which is ironically where the name came from, the weapon's range. Range determines two things, the maximum distance you can fire and the aim speed at middle ranges. Whether this advantage outweighs the need for critical late game, I'm skeptical. However, the constant desire of distance between bow enthusiasts and their target is satiated with this bow.

"I originally asked for you to consider putting in the ELB because elves don't always hit like humans do. They do miss their shots even at 99%. i don't like the idea of Zero shooting because that tends to miss with elves as well. With elf range i see it as the farther away you are the more arrows you can shoot and keep your enemy away from you, which is the point of range in the first place for humans and elves alike." ~Zxavier

Archery defensive play is all in the spacing. I do agree that the Elven Long Bow provides that. This gives more room for you to plow arrows into your target before it comes close. However, this does sacrifice damage and critical; a classic case of sacrificing offense for defense. Simply wage which is better for you or not.

Elven Long Bow: (http://wiki.mabinogiworld.com/index.php?title=Elven_Long_Bow) (124)
Damage: 6-20
Critical: 46%
Balance: 30%
Range: 2000
Brought up by Arus and Rime, I've been rather partial to Elven Long Bow builds so I love looked this one. This bow is an amazing substitute to the Composite Bow and strong in all three fields; damage, range, and critical. However, there are other alternatives such as a Elven Short Bow or the Long Bow but, quite simply, this bow's critical is quite a stride for the damage is gives, perhaps the highest of the NPC bought bows. No words can explain the benefits or drawbacks more than Arus:

"In short, the ELB is a good weapon for range, but it's also a worthy alternative to the composite bow when it comes to crit, giving its user the advantage of longer stun and greater flexibility with distance. Both bows have their own merits in different situations, and some may still prefer the more even distribution between damage and crit afforded by the composite bow, but the ELB is not to be cast aside as a simple tool for when you want to exceed the range of an LLB." ~Arus

Thanks for the clarification Arus.

- Artisan Upgrade Analysis: (Elven Long Bow)
Luck: +37 ~ +70
Maximum HP: +2 ~ +5
Stamina: +2 ~ +5
The 70 luck roll is quite a monster to look at, however, what really makes this artisan upgrade fierce is the minimum luck roll being 37. With most of the luck rolls capping at 35, having a 37 luck minimum is nothing to scoff at. It currently has the highest minimum luck compared to the other ranged weapons.

Crossbow: (http://wiki.mabinogiworld.com/index.php?title=Crossbow) (190) [190-normal range]
Damage: 15-37 [25-27]
Critical: 43%
Balance: 57%
Range: 1100 [1500]
Ah the crossbow, humans use it for mobility, elves use it for… well I’m not too sure. Humans are short when it comes to ranged mobility, the crossbow becomes the equalizer. Elves however, since they take advantage of mobility anyways, use this bow for Critical. On paper itself, it looks a bit underwhelming with a mere 43% Critical with these builds where you only have 37 or 27 damage. However, many people forget the power of the Lizard/Stiff Revolver combo. This gives a hefty 22% critical on top of the 43%. This grants a total of 65% critical. However, this begs the question “What’s the catch?” and I answer “Range.” How bad is 1100 Range? It’s about less than half a dungeon room worth so choose wisely.

- Artisan Upgrade Analysis: (Crossbow)
Luck: +10 ~ +70
Maximum HP: +3 ~ +5
Stamina: +2 ~ +5
With a 70 luck roll for a Crossbow, as well as Crossbow Mastery, the Crossbow retains it's spot as having the highest critical hit rate, without taking a significant drop in damage like the Wing Bow, for a ranged weapon granting is 52% critical when calculation a full roll and 67% critical with Crossbow Mastery.

Wing Bow: (http://wiki.mabinogiworld.com/index.php?title=Wing_Bow) (105)
Damage: 0-11
Critical: 68%
Balance: 40%
Range: 2000
Ah, the Wing Bow. To begin with, this bow is quite a find only coming from the Red Dragon (as well as the Owl Event which died a bit ago). When people grab this bow, it goes two ways but this way is the one I recommend. Low on Critical, well this bow will give it to you. With a hefty 68% Critical Hit Rate without any enchants, this bow will guarantee a sure critical hit with any enemy allowing you to hit the Critical cap every time. The drawback, however, is quite a drop in damage. With a mere 11 max damage, this bow seems impractical. However, having sure fire criticals can be worth it, especially when dealing with enemies with 50% protection.

- Artisan Upgrade Analysis: (Wing Bow)
Luck: +11 ~ +70
Maximum HP: +3 ~ +5
Stamina: +2 ~ +5
Again, giving a 70 luck roll for a critical weapon is always a good thing. In fact, giving it the highest luck roll, the Wing Bow will be given 72% critical hit rate, highest for any range weapon, though of course, it's still the softest hitting.

Highlander Long Bow: (http://wiki.mabinogiworld.com/index.php?title=Highlander_Long_Bow) (305)
Damage: 13-49 [13-43]
Critical: 43% [51%]
Balance: 56%
Range: 2100
"There can only be one" bow like this ever. First off, the bow is fairly rare and difficult to get, and secondly the repairs are nothing to laugh at. However, it's all worth it in the end, having the highest damage to critical ratio, a title which used to belong to the short ranged Elven Short Bow. Being granted a 49 max paired with 43% critical is really something to behold. Further more, this is the only bow to be granted 51% critical with 40+ max damage with upgrades alone. Definitely a bow to aim for so to speak.

- Artisan Upgrade Analysis: (Highlander Long Bow)
Dexterity: +12 ~ +21
Luck: +33 ~ +70
Maximum HP: +2 ~ +5
Stamina: +2 ~ +5
Being given a rather tame dexterity roll compared to the Leather Long Bow may be a bit discouraging. However, giving it a 70 luck max roll is what gives it a great lead over the rest of the bows of the game. Yes there are other bows that have 70 luck max rolls, however, most of them did not break 40 max damage, let alone 45 max damage. To deliver max potential for the Highlander Long Bow, definitely try for the Artisan Upgrades.

Section 2: Melee Weapons

Gladius (http://wiki.mabinogiworld.com/index.php?title=Gladius): (300)
Damage: 25-67
Critical: 0%
Balance: 59%
Durability: 8/13
Gladii, upgraded or not, make good beginner weapons. They have high balance and good damage. Elves can jump into this weapon like a human with no problem.

- Artisan Upgrade Analysis: (Gladius)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +1 ~ +17
Dex: +5 ~ +28
Luck: -33 ~ -50
The artisan upgrade for a Gladius seems to exchange critical for balance, which was the initial motive of the Gladius. Though having an average strength roll and huge luck reduction, I'd vote against an artisan upgrade for a Gladius.

Broadsword: (http://wiki.mabinogiworld.com/index.php?title=Broad_Sword) (222)
Damage: 0-73
Critical: 30%
Balance: 21%
Durability: 7/12
The Gem of Melee combat. The 222 Broad is a favorable blade for most melee players and elves, you’re no different. You can pick up with sword with the same ease, if not, easier. Being able to gain dexterity at any age, elves can pick this weapon up perhaps sooner than some free birthing humans.

- Artisan Upgrade Analysis: (Broadsword)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +1 ~ +14
Dex: -10 ~ -22
Luck: +4 ~ +20
The Broadsword artisan rolls, unlike the Gladius, exchanges dex for luck which is essentially balance for critical. However, in terms of critical, the highest luck roll puts it one critical short compared to the final upgrade. Because of the inconsistency of the rolls, it might be not worth it to invest in the artisan upgrade for a broadsword.

Mace: (http://wiki.mabinogiworld.com/index.php?title=Mace) (238)
Damage: 11-78
Critical: 0%
Balance: 78%
Durability: 9/14
Because elves cannot dual wield, a blunt and a shield seems to be the preferable route. The mace this a great compliment to a shield. Just like a Gladius, you’ll see that following the 238 mod-path will deliver heavy damage with no critical. However, the balance shows that anyone can hold this weapon without problem.

- Artisan Upgrade Analysis: (Mace)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +7 ~ +19
Dex: +6 to +27
Luck: -25 ~ -60
The artisan upgrades for a mace leaves much to be desired. Having a decent dex roll, the upgrade almost kills luck for an already zero critical weapon. Though it won't matter too much at higher ages where luck is low anyways, it should be noted that the highest strength roll breaks even, in terms of damage, to the final upgrade.

Warhammer: (http://wiki.mabinogiworld.com/index.php?title=Warhammer) (200) [180-2]
Damage: 0-84 [8-87]
Balance: 0%
Critical: 32% [12%]
Durability: 9/14
I called the Broadsword the "Gem of Melee Combat" that's true for humans and most elves. However, the title of the "Secret Weapon of Melee Combat" belongs to the Warhammer. This weapon is near terrifying when the user has enough balance. The great 200/180-2 Warhammer is the strongest one handed melee weapon and, if following the 200 mod-path, keeps critical. Having zero balance, you need a good 270 Dexterity with Rank 1 Combat Mastery to have it with capped balance. In terms of Smash and Windmilling, this weapon is the best the elves can grab. With it, I can even out damage some humans. This raw damage makes up for the lack of strength gain and the critical keeps this weapon on the top of point-per-point damage.

- Artisan Upgrade Analysis: (Warhammer)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +7 ~ +17
Dex: -20 ~ -56
Luck: +16 ~ +70
The warhammer's artisan rolls are quite something to behold, compared to the other melee weapons. Having a fairly decent strength roll, and a massive luck roll, this continues to pull on the fad that the Warhammer is the weapon for choice when considering critical hit with damage.

War Sword: (http://wiki.mabinogiworld.com/index.php?title=War_Sword) (243) [218]
Damage: 0-90 [0-90]
Critical: 15% [10%]
Balance: 27% [40%]
Durability: 8/13 [8/13]
Though I don't have a War Sword myself, it's easy to see where it can shine. The War Sword has absurdly high damage, surpassing the Warhammer, and decent amount of balance allowing it to be wielded earlier. However, this puts it at a great disadvantage with the critical hit rate, compared to the Warhammer of course. Having a relative 10% or 15% critical hit rate beckons you to attach an enchant to make it match the 30% required for Windmill. However, still an amazing weapon but it's hard to get.

- Artisan Upgrade Analysis: (War Sword)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: 0 ~ +30
Dex: 0 ~ -30
Luck: 0 ~ +30
In terms of melee weapon artisan upgrades, the War Sword is one of the best, if not, the best, artisan upgrade roll to have. Having an amazing strength roll and a great luck roll, the upgrade is something to consider. It continues the trend for the War Sword as a high damage high critical weapon.

Francisca: (http://wiki.mabinogiworld.com/index.php?title=Francisca) (214)
Damage: 15-89
Critical: 32%
Balance: 2%
Durability: 13/18
The Francisca is my favorite weapon, it looks really fancy but packs quite a punch not to mention the adorable name. Out of all the melee weapons in this last, the Francisca hits the highest while maintaining the melee standard of 30% critical hit rate. However, like the Warhammer, the Francisca suffers low balance. But, as elves, this disadvantage is merely nothing because of the dex rate we receive at all ages. This weapon is indeed something to treasure once obtained.

- Artisan Upgrade Analysis: (Francisca)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +1 ~ +53
Luck: +5 ~ +35
Whoa, look at these rolls! Having the highest strength roll for any one handed weapon as well as a great luck roll, the Francisca remains to be impressive beyond comparison. The max roll of 53 strength can give and earth crushing 20 max damage, compared to the final upgrade which gives 15 max damage. Definitely worth considering.

Section 3: Ego Weapons

Spirit Leather Long Bow: (http://wiki.mabinogiworld.com/index.php?title=Leather_Long_Bow#Spirit_Weapon_Sta ts)
Stat: Level 1 | Level 50
Damage: 20-28 | 62-104 (69-133)
Balance: 50% | 76%
Critical: 30% | 48%
Durability: 25 | 37
Range: 2500
The Leather Long Bow ego is a popular ego weapon for humans and elves. They have great damage, great critical, and stellar range. The damage for this ego bow starts slow; however, it speeds up quite quickly. There is no going wrong with this bow.

Spirit Guardian Bow: (http://wiki.mabinogiworld.com/index.php?title=Guardian_Bow#Spirit_Weapon_Stats) (Data Needed)
Stat: Level 1 | Highest Researched Level
Damage: 17-30 | 44-88 (52-102)
Balance: 40% | 52%
Critical: 23% | 34%
Durability: 27 | 32
Range: 1700
The Guardian Bow ego is popular ego for elves. Not because of damage but because of the durability. Just as the non-ego Guardian Bow, the ego one does not suffer “Elf Durability” as well. This means that the Guardian Bow ego will need fewer repairs than other bow egos. This, alone, is enough to convince most players to use the Guardian Bow as an ego weapon.

Spirit Ring Bow: (http://wiki.mabinogiworld.com/index.php?title=Ring_Bow#Spirit_Weapon_Stats)
Stat: Level 1 | Level 50
Damage: 21-33 | 36-101 (84-155)
Balance: 50% | 73%
Critical: 20% | 37%
Durability: 25 | 38
Range: 2400
Ring Bow egos are what most elves waited for until Generation 10. It grants an astonishing 129 max damage at all 40 stats. However, attaining this damage is quite an effort. The Ring Bow ego is substandard even when its Strength is at 40 until either Will or Luck hit level 40. Raising a Ring Bow ego is much more time consuming than raising a Leather Long Bow ego since it takes three times as much gold to reach it’s true potential.

Spirit Wing Bow: (http://wiki.mabinogiworld.com/index.php?title=Wing_Bow#Spirit_Weapon_Stats)
Stat: Level 1 | Highest Researched Level
Damage: 17-22 | 31-76 (71-129)
Balance: 35% | 46%
Critical: 35% | 54%
Durability: 23 | 33
Range: 2600
With further research, the Spirit Wing Bow is considered to be the best long ranged end game ego. Though, right out of spirit contract, it looks flimsy, it grows rapidly because it gains fast max damage by leveling up Luck and Will. But what really makes this ego scary is that with such high critical and absurd range, it takes the role of the Leather Long Bow ego (the all around ego). To put the range is perspective, you can shoot so far that you cannot hear the shot land. When given the opportunity, try a Wing Bow ego and support it. However, remember that it will be very costly to repair as well as feed.


Artisan Upgrades referenced from Guide to Weapon Artisan Upgrades (http://mabination.com/threads/17772-Guide-to-Weapon-artisan-Upgrades)

========

Part 7: Special Upgrades
With G13 here, Special Upgrades (http://wiki.mabinogiworld.com/index.php?title=Special_upgrades) (also known as Over-Upgrades) have emerged and came into the picture. This upgrades have placed a new niche in choosing with weapons to consider for end game and can even alter the way we can choose to play. These upgrades further extend the divide choosing whether to go for critical or for damage when upgrading weapons.

Ranged Weapons Eligible for Special Upgrades

Leather Long Bow
Wing Bow
Elven Long Bow
Highlander Long Bow
Composite Bow (G14)
Crossbow (G14)
Arbalest (G14)

Choosing your Special Upgrade:

http://i160.photobucket.com/albums/t188/pinoyboymfs/Blue_Upgrade_Stone.png
Blue Upgrades (S-Type Upgrades)
Blue Upgrades are those that focus on raw attack strength. These upgrades are usually stronger compared to their red alternatives, especially in the early game since they help your all around damage. It allows you to deliver potent damage any time and any where. In terms of elf play, these upgrades go well for weapons with low-mid critical hit rates and go especially well for Elf Ranged Attack spamming where the bonus applies to both shots.

Value Table (for Ranged Weapons):
Level 1: Min Damage +2 ,Max Damage +5
Level 2: Min Damage +6 ,Max Damage +13
Level 3: Min Damage +10 ,Max Damage +21
---
Level 4: Min Damage +15 ,Max Damage +30
Level 5: Min Damage +20 ,Max Damage +39
Level 6: Min Damage +25 ,Max Damage +48

http://i160.photobucket.com/albums/t188/pinoyboymfs/Red_Upgrade_Stone.png
Red Upgrades (R-Type Upgrades)
Red Upgrades, as opposed to Blue Upgrades, increase damage critical hit damage. This damage is a percentage added on top of your Critical Hit damage. This may not be a noticeable benefit in the early game but because it increases damage by a percentage, the damage increase can be massive allowing your critical hit rates deal triple damage at level 6.

Value Table (for Ranged Weapons):
Level 1: Critical Damage +6%
Level 2: Critical Damage +16%
Level 3: Critical Damage +26%
---
Level 4: Critical Damage +38%
Level 5: Critical Damage +50%
Level 6: Critical Damage +62%

Comparative Cases:

Case 1: 80 Max damage
Level 3 Upgrades
S Damage = 101
Critical S Damage = 252
R Damage = 80
Critical R Damage = 221
Level 6 Upgrades
S Damage = 320
Critical S Damage = 302
R Damage = 80
Critical R Damage = 253
Comparative Advantage: Blue Upgrades
Situational Advantage: Blue Upgrades

Case 2: 200 Max damage
Level 3 Upgrades
S Damage = 221
Critical S Damage = 552
R Damage = 200
Critical R Damage = 552
Level 6 Upgrades
S Damage = 248
Critical S Damage = 620
R Damage = 200
Critical R Damage = 624
Comparative Advantage: Dead Even
Situational Advantage: Blue Upgrades

Case 3: 320 Max damage
Level 3 Upgrades
S Damage = 341
Critical S Damage = 852
R Damage = 320
Critical R Damage = 883
Level 6 Upgrades
S Damage = 368
Critical S Damage = 920
R Damage = 320
Critical R Damage = 998
Comparative Advantage: Red Upgrades
Situational Advantage: Red Upgrades

Case 4: 450 Max damage
Level 3 Upgrades
S Damage = 471
Critical S Damage = 1177
R Damage = 450
Critical R Damage = 1242
Level 6 Upgrades
S Damage = 498
Critical S Damage = 1245
R Damage = 450
Critical R Damage = 1404
Comparative Advantage: Red Upgrades
Situational Advantage: Red Upgrades

All in all, once damage has reached a high enough point, Red Upgrades outshine Blue Upgrades comparatively and situationally. It is only when the critical damage is similar or higher when Blue Upgrades tend to shine which occur in the lower damage cases. In the end, because of the lack of a reliable protection piercing critical skills, most elves push for a critical heavy build.


Referenced from Guide to Choosing a Special Upgrade (http://mabination.com/threads/18476-Guide-to-Choosing-a-Special-Upgrade)

========

Kyouriharu
04-13-2010, 10:50 AM
Part 8: Enchant Set
Though knowledge is one half of the game, gear is the second half. With G13 out, new enchant sets have emerged and gearing up has been harder and much more pricey. Though the set listed here are for the metagame, it should be noted that these are merely recommendations and shouldn't be considered static; I'll try my best to include midgame gear. Most of these sets can be exchanged with one another.

Difficulty Range: Easy => Medium => Hard => Very Hard
(Takes into consideration the difficulty to obtain the enchants as well as the difficulty of enchanting it)
Price Tag Range: Cheap => Fair => Expensive => Very Expensive
(Takes into consideration the raw price of the enchant itself as well as the price of getting up to the enchant)


Weapon Sets:

Lizard (http://wiki.mabinogiworld.com/index.php?title=Rank_B#Lizard) Spike (http://wiki.mabinogiworld.com/index.php?title=Spike#Spike) Weapon
Difficulty: Medium
Price: Fair-Expensive
Lizard:
-15 % Max Injury Rate
-5 % Min Injury Rate
+10% Critical if Exploration lvl 12+
Spike:
+10 Str if Potion Rank A+
+10 Dex if Herbalism Rank 9+
+10 Max Damage
+10% Repair Cost

Glorious (http://wiki.mabinogiworld.com/index.php?title=Glorious#Glorious)Caliburn (http://wiki.mabinogiworld.com/index.php?title=Caliburn#Caliburn)Bow
Difficulty: Hard
Price Tag: Expensive
Glorious:
-20 Str
+5 Max Damage if Mana Shield Rank A+
+8% Critical if level 25+
+3x Repair Cost
+6 Max Damage if Ranged Attack Rank 3+
Caliburn:
+10 MP
+10 Max Damage
+10% Critical
+10x Repair Cost

Snowfall (http://wiki.mabinogiworld.com/index.php?title=Snowfall#Snowfall)Rainbow (http://wiki.mabinogiworld.com/index.php?title=Rainbow#Rainbow)Bow
Difficulty: Medium-Hard
Price Tag: Fair
Snowfall:
-20 Luck
+4 Max Damage if Magnum Shot Rank 6+
+4 Min Damage if Windmill Rank 6+
+10% Critical
+12% Repair Cost
Rainbow:
-10 (Misprinted as -20) Will
+15 Luck if Natural Shield Rank B+
+5 Max Damage if Lightning Shield Rank B+
-1 Defense

Stiff (http://wiki.mabinogiworld.com/index.php?title=Stiff#Stiff)Delusional (http://wiki.mabinogiworld.com/index.php?title=Delusional#Delusional)Bow
Difficulty: Easy
Price Tag: Cheap-Fair
Stiff:
-10 Dex if Lightning Bolt Rank A+
+10% Max Injury Rate if Smash Rank 9+
+10% Critical
Delusional:
-10 Int when lvl 25+
+6 Dex when lvl 15+
+8 Max Damage if Ranged Attack Rank B+

Body Sets

Victorious (http://wiki.mabinogiworld.com/index.php?title=Victorious#Victorious)Darkness (http://wiki.mabinogiworld.com/index.php?title=Darkness#Darkness)Light Armor
Difficulty: Medium-Hard
Price Tag: Fair-Expensive
Victorious:
-10 Will when lvl 24+
+6 Max Damage
-6% Balance when lvl -18
Darkness:
-5 Will
+15~5 Max Damage when lvl 30+
-3 Defense

Ancient (http://wiki.mabinogiworld.com/index.php?title=Ancient#Ancient)Darkness (http://wiki.mabinogiworld.com/index.php?title=Darkness#Darkness)Light Armor
Difficulty: Hard
Price Tag: Expensive
Ancient:
+20 Luck if Rest Rank 8+
+12~6 Max Damage if Rest Rank 7+
Darkness:
-5 Will
+15~5 Max Damage when lvl 30+
-3 Defense

Victorious (http://wiki.mabinogiworld.com/index.php?title=Victorious#Victorious)Pine Tree (http://wiki.mabinogiworld.com/index.php?title=Pine_Tree#Pine_Tree)Light Armor
Difficulty: Easy
Price Tag: Cheap-Fair
Victorious:
-10 Will when lvl 24+
+6 Max Damage
-6% Balance when lvl -18
Pine Tree:
-10 Stamina
-10 Luck
+5 Max Damage if Mirage Missile 9+
+5 Min Damage if Mirage Missile 5+
+3 Defense

Extraordinary (http://wiki.mabinogiworld.com/index.php?title=Extraordinary#Extraordinary)White Horse (http://wiki.mabinogiworld.com/index.php?title=White_Horse#White_Horse)Outfit
Difficulty: Very Hard
Price Tag: Expensive
Extraordinary:
-10 Will if level 30+
+7 Max Damage
+4 Min Damage
White Horse:
+20 Luck
+5~7 Max Damage if Taming Wild Animals 9+
+3 Min Damage if Taming Wild Animals C+
+120% Repair Cost

Returned White Horse (http://wiki.mabinogiworld.com/index.php?title=White_Horse#White_Horse) Outfit
Difficulty: Very Hard
Price Tag: Very Expensive
Returned:
Critical+8%
If Healing Rank 5+, Critical+6~9
If Party Healing Rank A+, HP+10~15
Min Damage+5
Max Damage+5
White Horse:
+20 Luck
+5~7 Max Damage if Taming Wild Animals 9+
+3 Min Damage if Taming Wild Animals C+
+120% Repair Cost

Hat Sets

Round (http://wiki.mabinogiworld.com/index.php?title=Round#Round)Burning (http://wiki.mabinogiworld.com/index.php?title=Burning#Burning)Hat
Difficulty: Hard
Price Tag: Fair-Expensive
Round:
+5% Critical
+2x Repair Cost
+4~7 Critical if Combat Mastery rank 9+
Burning:
-10 Will if Water Cannon Rank 9+
-5% Balance if Water Cannon Rank 9+
+4% Critical if Flame Burst Rank B+
+2% Critical if Flame Burst Rank 7+

Round (http://wiki.mabinogiworld.com/index.php?title=Round#Round)Dexterity Hat
Difficulty: Hard
Price Tag: Very Expensive
Round:
+5% Critical
+2x Repair Cost
+4~7 Critical if Combat Mastery rank 9+
Dexterity:
If Exploration Lv15+, Dex+10
Max Damage+10
Critical+3%

Cold (http://wiki.mabinogiworld.com/index.php?title=Cold#Cold)Flame (http://wiki.mabinogiworld.com/index.php?title=Flame#Flame)Helm
Difficulty: Very Hard
Price Tag: Very Expensive
Cold:
+7 Max Damage if Frozen Blast Rank 8+
+3 Min Damage if Frozen Blast Rank B+
Flame:
+10~20 MP if Fireball rank D+
+4% Critical if Firebolt rank A+
+2x Repair Cost
+6 Fire Alchemy Damage Increase if Flame Burst rank A+
+2~5 Crit if Fire Shield rank B+

Glove Sets:

Steel Needle (http://wiki.mabinogiworld.com/index.php?title=Steel_Needle#Steel_Needle) Elegant (http://wiki.mabinogiworld.com/index.php?title=Elegant#Elegant)Gauntlets
Difficulty: Very Hard
Price Tag: Expensive
Steel Needle:
+5 Max Damage If Combat Mastery Rank 7+
+1~4% Critical If Critical Hit Rank 9+
+100% Repair Cost
+5 Critical
+7~11 Max Damage If Combat Mastery Rank 4+
Elegant:
-20 MP
+10% Balance
+5% Critical

Oblivion Archer (http://wiki.mabinogiworld.com/index.php?title=Rank_6_Enchants#Archer)Gloves
Difficulty: Hard
Price Tag: Expensive
Oblivion:
HP+8
If Lv20+, Max Damage+10
Luck-15
Archer:
+12~6 Dex when lvl 44+

Cold-Hearted (Maltreat) (http://wiki.mabinogiworld.com/index.php?title=Maltreat#Maltreat) Wild Boar (http://wiki.mabinogiworld.com/index.php?title=Wild_Boar#Wild_Boar) Gloves
Difficulty: Easy
Price Tag: Cheap-Fair
Cold-Hearted:
-15 HP if Combat Mastery Rank D+
+5 Max Damage
Wild Boar:
+3~1 Max Damage when Alchemy Mastery Rank C+

Vast Dignified (http://wiki.mabinogiworld.com/index.php?title=Rank_9_Enchants#Dignified_.28Suffi x.29)Gauntlets
Difficulty: Hard
Price Tag: Expensive
Vast:
Max Damage+10
Critical+5%
Will+10
Dignified:
-5 MP
+10~12% Balance
+5~7% Critical
+2x Repair Cost

Shoe Set

Oasis (http://wiki.mabinogiworld.com/index.php?title=Rank_8_Enchants#Oasis)Viscount Boots
Difficulty: Medium-Hard
Price Tag: Expensive
Oasis:
+6 HP
+6 Stamina
+5~10 Dex
+5~10% Critical when lvl 45+
Viscount:
Fast Attack+1~2
If Counterattack Rank 3+, Max Damage+8

Virtuous (http://wiki.mabinogiworld.com/index.php?title=Virtuous#Virtuous)Viscount Boots
Difficulty: Hard
Price Tag: Fair-Expensive
Virtuous:
+3% Critical if Cooking Rank E+
+3x Repair Cost
+2 Critical if Cooking Rank A+
+2 Critical if Cooking Rank C+
Viscount:
Fast Attack+1~2
If Counterattack Rank 3+, Max Damage+8

Diamond (http://wiki.mabinogiworld.com/index.php?title=Rank_B_Enchants#Diamond)Raven (http://wiki.mabinogiworld.com/index.php?title=Raven#Raven)Long Greaves
Difficulty: Medium
Price Tag: Cheap-Fair
Diamond:
-5 Will
+6 Max Damage if Exploration lvl 15+
-5% Critical when lvl 25-
Raven:
+8~5 Max Damage if Smash Rank 9+
+4~2 Min Damage if Smash Rank 9+
-3 Defense if Combat Mastery Rank A+

Virtuous (http://wiki.mabinogiworld.com/index.php?title=Virtuous#Virtuous) Elegant (http://wiki.mabinogiworld.com/index.php?title=Elegant#Elegant)Shoes
Difficulty: Medium-Hard
Price Tag: Expensive
Virtuous:
+3% Critical if Cooking Rank E+
+3x Repair Cost
+2 Critical if Cooking Rank A+
+2 Critical if Cooking Rank C+
Elegant:
-20 MP
+10% Balance
+5% Critical

========

Part 9: Titles

The Master of Range
This title is decent for the most part. The increase with Dexterity does help, alongside the increase of SP. However, the massive subtraction of Strength is quite a turn off for hybrid elves. However, it works quite well and is easier to get over some other master titles.

The Master of Magnum Shot
I highly recommend this title over most. Like I stressed before, Critical is really important to elves whether bow wielding or meleeing. This title gives the equivalent of 3% critical in terms of stats but will reduce your Protection by 10%. Having high Critical is often a good trade off from being Criticaled most of the time you get hit.

The Master of Tailoring/Blacksmithing
Both are 30 Dex titles and both are extremely hard to get.

The Master of Final Shot
Another 30 Dex title, but this one is easy to get compared to Tailoring or Blacksmithing. It does subtract a bit of Strength and HP, however. Keep that in mind.

The Master of Critical Hit
Though this title isn’t used directly, this title is used to activate the +16% Critical Hit rate using the Principle’s Enchant which is far too good to pass up. Most people how have this title equipped usually have Principle’s enchanted armor as well.

The Mine Expert
This title adds a bit of Dexterity, but it also adds a few Defense points. These defense points can save you. However, it doesn’t add much else beyond that. It doesn’t add the Critical that the Magnum Shot title can grant.

The Master of Thunder
Can't believe I forgot to add this in the beginning. This title adds the standard 20 Dexterity for archery, with the price of Strength and HP, but adds a nice 40 MP. This title can be used for using magic but also for tanking with Mana Shield at the same time.

The Skillful
A basic 20 Dex title. You see this title quite a bit.

The Ambidextrous
Though I have no idea how fossil restoring and max you skillful with both hands but this title is really quite something. It adds 20 Dexterity as well as 4% Critical equivalent in terms of Luck. However, the subtraction of 50 SP is a bit iffy.

The Wyvern Hunter
This title is perfect for a hybrid player. It adds 20 Strength and 20 Dexterity. However, getting it is a bit of a challenge, and it does subtract the equivalent of 4.5% Critical.

Who Seduced a Succubus
This title is similar to the Master of Magnum Shot title. It's easier to get and grants and equivalent of 4% critical. It also adds intelligence as well. However, this title is difficult to get once your Combat Power makes ranking Animal Taming a pain and it subtracts 5% Protection a long with 5 Defense. Whether you use this title or not depends on how much you treasure Defense.

The Master of Defense
After playing a while, I realized the value of the defense stat when things get tough. Because of the lack of heavy armor, elves need to rely on light armor and accessories to help them tank. Quite simply, it's just not enough. This title increases your defense greatly and asks for nothing in return, well that is if you can take the -2% critical from the luck loss. This title is great for either meleeing or ranging however, there are better options when it comes to damage; this title is made solely for tanking

========

Part 10: Pet Play
Pets are absolutely vital when playing as an elf. When things get a bit tough, elves don’t have that Defense to take hits that easily, and Mana Shield starts to get costly the more you use it. This is when you say “LOOK A DISTRACTION” then send a pet to gnaw at your enemies ankles. As a little bonus, elves are the only race that can attack while mounted. Yes sir, elves can shoot arrows while on a horse for added speed playing.

Recommended Pets:

Thoroughbred:
Ah, the good old throw-breads. Thoroughbreds have excellent speed, currently the fastest horse, and great damage with good support skills. These pets are indeed the elves' best friend. The Thoroughbred's speed makes it the best pet to supplement the elves' mounted archery. However, many deny mounted archery; let it be noted that it is actually one of the greatest assets for an elf further extending the strength of an elf's mobility. The Thoroughbred is indeed worth the investment.

Tigers:
Usually the Tigers go hand in hand with melee users, introducing the much desired melee attacking pet. However, you can use more than just Smash and Normal attack on a Tiger, you can also use Defense, Counterattack, and Bolts while on tiger-back. This allows you to play pretty much normally while maintaining Tiger speed allowing you to go on the offense but retreat to defense when necessary. However, do note that though you use your own Ranged Attack and use the Tiger's Defense and Counterattack skills, you cannot stack both of them together.

Crystal Deer:
Elf Hide is a powerful defensive skill. It allows you to get close and observe all angles of attack before attacking yourself. It allows you to dodge any and all aggro before striking. However, Crystal Deer Hide will allow you to Hide right after your attack right before you attract aggro. This is indeed a great trait of the Crystal Deer where skills that aggro targets slowly, such as Crash Shot can allow you to alternate Hide without being noticed. With this along side with Thoroughbred speed with Charge, the Crystal Deer is indeed worth the investment.

Recommended AIs:

LB Counter:
A standard Lightning Bolt Counter AI is usually more than enough. As you start blasting arrows at an enemy or come out of a Windmill, usually throwing this pet in will wear down other enemies as you focus on more formidable enemies. Just remember to throw in a pet with enough MP otherwise it my drastically backfire.

Smash Tennis:
Though this AI is not limited to just Smash itself but to anything that knocks the enemy on its back. Personally I don’t use this AI unless I fight against one enemy. This AI is a bit dodgy with Magnum Shot but would work well with Smash.

Firebolt Support:
This is the main AI I use on my horse. While I take shots on enemies, often missing, this pet will correct any mistakes I could have made by knocking the enemy onto its back whenever I miss. It’s truly a god send since you can still aim while the enemy is shot with a Firebolt.

========

Part 10: Tricks of the Trade
Arrowblasting an enemy does seem fun but there is more finesse to it than going in, guns blazing. A few careless shots will punish you severely and with low HP, that may be your only mistake you'll ever make. So there's a few tips I'd love to share to help increase you offense as well as your defense so that the only mistake you'll ever make is not packing enough arrows. (Videos are in the work for some of these techniques)

Zero Shooting
Zero shooting is the bread and butter of elf range. The great benefits of Zero shooting as an elf greatly out weighs those as a human in terms of loading time. Because elves have slower aim speed compared to humans, but have a faster loading time, zero shooting can close and destroy the gap. Firing from close range makes elves the great titan of DPS play, obviously sacrificing security as well as painful bow durability. When zero shooting, it's three shots then a knock back; that's when you gotta be careful then.

Step-Shot
Preview (http://www.youtube.com/watch?v=y5SmzGk4OAA)
Ah, the secret weapon of elves. The combination of quick-draw loading time and hyper-fast latency will allow perfect execution of this technique. To begin, to fill the enemy full of arrows until it knocks back. Usually, most elves try to sink another shot in. However, the more distance, the more time it takes to aim and thus, more misses. Therefore, in the time enemies are pushed back, move with them. Before they complete the pushback animation, stop and take aim, fire when ready. It'll give them another pushback. Repeat until they hit a wall. Simple, right? Well, if you have perfect timing and internet. Remember, this is for all out offense, any mistake with this can be detrimental.

Wall Humping
Preview (http://www.youtube.com/watch?v=YVQsFJ8LzcU)
Ah, archers, how we love walls. Putting an enemy on a wall leaves them vulnerable to all your attacks, and with an elf's quickdraw loading time, enemies will end up with so many arrows against a wall that they'll look like a porcupine. The basis is simple, cause an infinite knockback or pushback against a wall and enemies will be stunlocked upon it. This works as a great offensive-defense where most unbothered elves (I love to say unbothered because a careless Windmill can cause a "Superarmor" monster) can shoot freely without getting it. Just make sure to be careful while shooting a monster while getting up, it may cause that superarmor effect.

Stun Locking
Stunlocking is at the core of all archers and when you miss, you miss a chance stunlocking them. This is where most elves pack a bolt upon missing to keep the stunlock up. This is a basic defensive technique allowing you to stop an enemy in it's tracks for a moment allowing you to aim and fire potshots onto it. This works marvelously with all bolts but more so with Firebolt if you can time it right. As the enemy flies back with Firebolt, you can aim a Magnum without any problems.

Defense is another viable option to stunlocking however, using low rank Defense is almost suicidal. Regardless, I often use Defense as a spacer, when step shooting becomes less of an option. With Defense, you can walk away from the enemy allowing more room for it to load or walk towards the enemy to close the gap. The best thing about Defense is that you'll be at the absolute closest range upon getting hit allowing a clean zero shot with no problems at all.

Charge to Range
Most humans and giants try to land a Smash in after using Charge. However, elves often have to weigh the opportunity cost. Is the Stamina using for your Smash worth it when you can fire arrows gleefully with near no Stamina use? Most of the time, it's a no for me, so I switch to a bow half the time. The time the enemy is left vulnerable after Charge is huge; huge enough to switch to a bow and easily fire. This works as an offensive-defensive technique, often an alternative from the Step-Shot where, instead of closing the gap slowly by progressing with the enemy, you close the gap lightning fast.

Shot of God
Preview (http://www.youtube.com/watch?v=ebb31K9x-Po)
Shot of God has caused much debate in the world of Mabinogi causing a divide from the skeptics and believers. As for my personal view, I believe that Shot of God does exist but it's not reliable enough to hold as a strategy all the time. For those who are unfamiliar, Shot of God is a glitch where the shooter abuses a certain frame of animation while shooting (string pull with a Normal Shot and the bottom of the knee bounce with Magnum Shot) and the said shot does not miss even out of range. However, there are many factors that make is difficult to master, the biggest one being latency between your client and the server.

Going ranged it always a gamble for everyone, whether you know how to SoG or not. First off, it's luck in terms of the accuracy meter. When relying on SoG, it's timing it correctly, and it's if the server decides to hiccup on your or not. In the discussion thread (http://mabination.com/threads/4206-Do-You-Believe-in-God-Shot-of-God) I made choosing to mention SoG or not, I was posed with many views on it. Axx drew the skeptic side answering my question the post before hand with a simple "Luck is Shot of God." However, Syrphid basically summed up the whole topic saying "What's striking is that people claim to land perfect frame sogs in range 10+ times in a row but no one can reproduce it 2x out of range, which lends credence to the theory that in range sog is just luck and out of range sog is just a low base chance playing out over many attempts."

All in all, I was raised to have an open mind but a firm heart. The existence of Shot of God is undeniable, at least to me, however, the overall usefulness of it has led me divided. It works when I want it to, but when I need it to work, it's just Murphy's Law acting up again when it starts failing on me. Again, SoG is a luxury to me and not ment to be relied on all the time.

Moving Shot
Back before G9, before the existence of the Shadow Mission and the Hardmode Dungeons, Black-Tailed Mongooses were the primary source of experience for the longest while. However, because of the massive spawn range, it was often difficult to tag the entire map. But most elves were probably able to notice something peculiar about their mounted archery; being able to have near perfect accuracy while moving on a horse with shooting a normal shot. This is indeed a peculiar phenomenon which stayed even through G13. This is possible simply by firing an arrow while moving into the range for an enemy.

This technique is useful in situations where confrontation is difficult. It basically allows you to run around bouncing from target to target and pull out when things get a little sticky. Also, to further the usefulness, when things get a bit too underwhelming, despawning your horse will cease all attacks though keeps aggro. Definitely an ability worth looking in to.

Running Load Magnum/Crash Shot
Like Moving Shot, this is also another phenomenon that occurs while using mounted archery. This involves the player allowing to move at full mount speed while loading skills like Magnum Shot or Crash Shot which would have originally forced the player to walk. This is possible by simply clicking to start moving and then quickly start loading Magnum Shot and Crash Shot allowing you to maintain speed while having it loaded and after having it fully loaded. Though it sounds simple, it's difficult to maintain this rhythm under aggro pressure. However, the results are staggering, being able to take advantage of this will further lengthen the ability for mobility.

========

Part 12: What Now?
Here’s a few tips and tricks to help your elf play.

- Bow users should focus on increasing Critical when picking enchants. Since ranged attacks don’t do protection piercing Critical, bow users have to jump that hurdle with greater Critical. That’s why the Falcon-form grants elves +38% Critical with Rank 1 Sharpness and Armor.
- Elves chew through Bow Durability ridiculously fast. Always keep a back up bow, not only just in case your main bow breaks, but to suit different situations.
- Never be afraid to put down the bow for a while. Remember to start whacking enemies when they have Natural Shield 2.
- Don’t spend money on NX Arrows! Elves have those Elf Quivers that hold 500 Arrows. Just carry a few set of them on you.
- Use your speed to your advantage! That’s the main strength of the elf race. Run when things get too iffy or ambush the enemy with your speed.
- USE CAMPFIRES! As a ranged user, you do realize that you get a 50% damage boost by using your ranged attacks by a campfire. With the introduction of Shadow Missions, you can take some time to cut down trees to cut down the time when attacking the boss. Even some monsters drop Firewood on the way to the boss.

========

Thanks for reading. Reply to this thread if you ever want to add something. I'll appreciate all criticism and construction for this guide. And writing this took whole night >:

~Kyouriharu (Kyouharu of Mari)

========

Part 13: Video Library
Here I'll paste up random elf videos that show's elf play at it's finest.

YouTube - mabinogi final shot r1 (http://www.youtube.com/watch?v=RoEgN4MTgnU)

YouTube - mabinogi Spark + Final Shot + Horn of Adniel vs Doppelg�nger (http://www.youtube.com/watch?v=xQ8FT5kgA_M)

YouTube - Mabinogi : Elf Archery Skill Combinations (http://www.youtube.com/watch?v=qyP5XTcM_Hk)

Appendix:
(4-01-2010) Updated skills, added new parts
(4-08-2010) Updates skills, weapons, and titles.
(4-12-2010) Redirected, No more character limit <3
(4-15-2010) Update weapons, added a new part
(4-22-2010) Update skills and tricks
(4-29-2010) Added details as suggested by Retalia (http://mabination.com/mabinogi/guides/175-elven-handbook-everything-you-need-know-about-elves-3.html#post21642)
(5-1-2010) Updated dexterity part
(5-27-2010) Updated titles, tricks, and skills
(6-24-2010) Updated for G10
(10-31-2010) Updated for G11 and G12
(1-31-2011) Updated for G13
(2-13-2011) Updated for G13 again

Linkoln
04-13-2010, 01:54 PM
I don't find Summon Golem all that useful. If you spend your time and money ranking other skills, then range or magic are still viable options for combat in most situations. Plus, Alchemy isn't really that great. Why do you think it keeps getting buffed in KR? That's just my opinion though.

Kyouriharu
04-13-2010, 02:07 PM
Well, as I said before, Elves fall flat when it comes to melee, Golem is the equalizer to that. I see a friend of mine nail 3.5k Golem non-crit Smashes all the time. I can only get that transformed, and even then, Magnum Shot is still a viable option then. Golem is used to fill where range fall short and melee falls shorter. And it does gets buffed in KrNogi. First off, mastery get uncapped and that's usually a plus. And secondly, Flamer does a hefty 1207 damage full charged as well as 240 single charged. That's the only skill I'd love to touch. That's just my opinion though.

Linkoln
04-13-2010, 02:14 PM
Meh. I truthfully don't see any point in going into Alchemy besides Barrier Spikes at this point. Plus, there aren't very many situations where range falls short that I can think of.

Besides that, I'd rather just rank dex skills and magnum instead of golem and alchemy mastery.

Kyouriharu
04-13-2010, 02:29 PM
Well I find one situation where ranged fall short, that's when I can't Critical Hit an enemy. I always throw a Golem at enemies with Protection at around 40% or greater; having 77% critical, this puts me at a situation where my damage is reduced and I can't Critical Hit the enemy. So I throw a Snow Golem, with base Critical Rate of 100% with rF Mastery, so fill up that gap that Elfmill cannot fill. Besides high protection enemies there are, of course, Peaca and Karu mobs with NS2 and the guildmate who doesn't like to share the Mana Potions.

Anyways, I'm perhaps biased to Alchemy since I have nothing else to rank, seriously. Skill management here is all in priority, and of course most players stray away from Alchemy because it's not needed. There's really no need to summon a Golem against Black Tailed Mongooses or build a set of Barrier Spikes at Rundal. But the later you play the game, the more appealing those skills start to look.

Zxavier
04-13-2010, 03:45 PM
I originally asked for you to consider putting in the ELB because elves don't always hit like humans do. They do miss their shots even at 99%. i don't like the idea of Zero shooting because that tends to miss with elves as well. With elf range i see it as the farther away you are the more arrows you can shoot and keep your enemy away from you, which is the point of range in the first place for humans and elves alike.

If you were going to run up to a monster and limit the loading time then why not use mele instead? The ELB gives you enough space to plan for a shot to miss, defensive archery 101 if your opponent cant hit you you've already won the battle.Elves are blessed with mirage missle meaning you use less arrows in a 1 on 1 fight and it gives the surrounding enemies shock damage then you can just run in and WM. Im just not a fan of running into a room and staying in the front lines of a battle you make yourself an easy target to every enemy, only humans can pull it off thanks to arrow revolver and their superior windmill two skills which elves either lack or cannot produce good damage with.

Kyouriharu
04-13-2010, 04:00 PM
Fair enough, but I don't like how you imply that elves should completely avoid Zero-shooting all together. Zero-shooting is the soul of elf DPS, where Long-range shooting is the soul for defensive play. After all, I have 270 max damage (this is doubled with the two arrow per shot) and 77 Critical with a bow where as I have 220 max damage and 53 Critical with my Warhammer. Granted, I still range shot when I know I'll be overwhelmed, such as the Sliab Golem on Hardmode which can crush me in three hits. All in all, when in the frontlines, Meleeing is the safer route, but Zero-shooting is the damage route. That's why I can out damage some of giant friends who are at the same level of play as I am.

Axx
04-13-2010, 04:07 PM
Mana shield and/or a low HP build usually takes care of zero shot misses. In addition, at maxed rank ranged skills (and a decent connection+a slow ranged weapon) if you miss a zero shot you can fire off another shot before the stun from the original shot wears off. In addition addition, at max rank range skills and very high dex, you can do the 'zero shot' technique 3 or 4 steps away from the mob.
The main place elfs fall behind is in dealing with multiaggro, as your best skills are built for single target dps you don't really have any way of handling multi besides strong pet play and a weak windmill (or spikes).

But my personal style of play is zero-shot magnum spam. I avoid places where that technique tends to fail. =\

Arendel
04-13-2010, 06:32 PM
I'd like to point out that the 124 path for the ELB is just as viable an option as any of the range-increasing paths. If nothing else, it may be where the bow truly shines. Although people often look to composite bows for crit, the composite bow lacks two things: stun duration and range. The extra stun provided by the ELB's slow speed (as opposed to the composite's normal) can provide extra breathing space in any situation that may demand it, and the higher range allows for more versatility. Both bows are excellent for zero shooting at close quarters, but the ELB outclasses the composite bow at greater distances because the ELB aims faster than the composite at the latter's max range. This means that in a situation where you need to play more defensively and shoot from farther away, the option of loading and firing another shot after missing becomes more plausible. It also means that by picking the ELB, you've essentially increased the range from which you can zero shoot effectively, making it safer for you to attack aggressively.

The ELB does fall short when it comes to damage, but when you think about the advantages it has over the composite bow, you'll want to reconsider whether the gains from using the composite outweigh those of the ELB. For instance, if you use a 95 composite bow for crit, you sacrifice a total of 500 range and extra stun for only 2% more crit. If you follow the composite bow's 114 path, you actually lose 9% crit, although you do get a sizable boost to damage.

In short, the ELB is a good weapon for range, but it's also a worthy alternative to the composite bow when it comes to crit, giving its user the advantage of longer stun and greater flexibility with distance. Both bows have their own merits in different situations, and some may still prefer the more even distribution between damage and crit afforded by the composite bow, but the ELB is not to be cast aside as a simple tool for when you want to exceed the range of an LLB.

Kyouriharu
04-13-2010, 11:42 PM
Thanks Arus, for the great clarification. I'll be sure to add your input (in a condensed version of course) on Thursday when I have time.

Rime
04-14-2010, 03:56 AM
Based on experience, which would you say is more critical stat to focus on when choosing upgrades: damage or crit? I ask because I've studied bow upgrade paths and enchants in an attempt to plan out an archery build for my character, but I can't seem to form a complete picture for lack of experience. Just going off of a general comparison of damage vs. crit, it seems to me that, for most ranged weapons, the damage opportunity cost for choosing critical over damage upgrades seems to underwhelm the damage costs for prioritizing crit enchants. So to expand on my initial question, would it wise to focus on critical weapon upgrade paths and forgo potential weapon damage because damage can be more easily compensated through enchants?

Zxavier
04-14-2010, 05:46 PM
Fair enough, but I don't like how you imply that elves should completely avoid Zero-shooting all together. Zero-shooting is the soul of elf DPS, where Long-range shooting is the soul for defensive play. After all, I have 270 max damage (this is doubled with the two arrow per shot) and 77 Critical with a bow where as I have 220 max damage and 53 Critical with my Warhammer. Granted, I still range shot when I know I'll be overwhelmed, such as the Sliab Golem on Hardmode which can crush me in three hits. All in all, when in the frontlines, Meleeing is the safer route, but Zero-shooting is the damage route. That's why I can out damage some of giant friends who are at the same level of play as I am.

well im not saying elves should just forget about it, if you have a good connection then go for it. im just saying for people like me who dont have a good connection and suffer from lag then they should just go defensive and plan ahead.. I dont discourage the use of Zero-shooting i just dont see the point if your going to be in the frontlines of a fight switch to melee and hit away, with my connection i can only pull it off 20% of the time, where as zx with his xbow can pull it off 100% of the time. Ill post a vid to my youtube account at some point in time showing off the differences between my elf and my human, but i still say good connection Zero shoot bad connection defensive archery. Oh and I'd also like to add that Final shot is worthless half the time it doesn't load the next shot making you click twice and risking the enemy getting closer and closer.

Kyouriharu
04-15-2010, 12:30 AM
Based on experience, which would you say is more critical stat to focus on when choosing upgrades: damage or crit? I ask because I've studied bow upgrade paths and enchants in an attempt to plan out an archery build for my character, but I can't seem to form a complete picture for lack of experience. Just going off of a general comparison of damage vs. crit, it seems to me that, for most ranged weapons, the damage opportunity cost for choosing critical over damage upgrades seems to underwhelm the damage costs for prioritizing crit enchants. So to expand on my initial question, would it wise to focus on critical weapon upgrade paths and forgo potential weapon damage because damage can be more easily compensated through enchants?
I wise player once told me that elves will always fall short to humans when it comes to enemies with high protection. And indeed he was right. When I first started playing my elf, I used a trust 41 max Guardian Bow that I got from the treasure event when Guardian Bows weren't in the shop. It worked very well until I started to play Ciar Advanced. I could not critical them at all. The same friend then told me, the greatest equalizer is Critical Hit, so I invested in that, and worked amazingly well. Anyways, referring back to your question, I did some research and that there really isn't an "amazing" prefix for bow damage so I find that it's better to use a prefix for critical than anything. So all in all, upgrades for damage or a decent balance of both, a critical prefix such as Stiff or Lizard, and then a damage suffix such as Spike or Palm Tree.


well im not saying elves should just forget about it, if you have a good connection then go for it. im just saying for people like me who dont have a good connection and suffer from lag then they should just go defensive and plan ahead.. I dont discourage the use of Zero-shooting i just dont see the point if your going to be in the frontlines of a fight switch to melee and hit away, with my connection i can only pull it off 20% of the time, where as zx with his xbow can pull it off 100% of the time. Ill post a vid to my youtube account at some point in time showing off the differences between my elf and my human, but i still say good connection Zero shoot bad connection defensive archery. Oh and I'd also like to add that Final shot is worthless half the time it doesn't load the next shot making you click twice and risking the enemy getting closer and closer.

Once you get late game, everything will take you out in a few hits, melee or not, because elves have no access to heavy armor and elf defense give a poor increase to base defense. Zero-shooting increases my DPS quite a bit, and it even allows you to "Step Shoot" between knockbacks. Honestly, I'm really not too fond of people saying that "Zero-shooting is pointless where you can melee." As a friend of mine said, “Think of it like this; human ranged is like a sniper rifle, elf ranged is like dual wielding shotguns,” elves work poor with full ranged shots mainly because aim speed is quite a let down and compared to Human Full Ranged Magnum, Humans fire their magnum about three times before I can fire mine. At zero-shot, in the other hand, most elves can shoot four times accurately before a human unloads allow their AR arrows. More shots in, more criticals in. Anyways, just set reserve attack to once to allow Final Shot to work properly.

Zxavier
04-15-2010, 01:23 AM
You do have a point with the description of elf range, to me it seems like a double edges sword good damage and quick speed, but poor aiming and a bit lackluster. I try to encourage elf users to sometimes consider the idea of defensive archery whether they take my advise or not is up to them i don't brow beat them into it i show them once and i take my leave.Then again i do like to use magic as my main source of attack. As for final shot i tried setting reserve attack to multi and to single and it still acts the same. I can use my first shot just fine but as soon as the loading animation comes in he freezes and there is no second shot i have to still manually click again he fires the next shot then i have to click a third time and he loads it normally but ill keep trying.

Fumy
04-15-2010, 01:34 AM
You can easily spam Magnum at a wall. You should aim at 99% before the enemy gets up. Imo that's safer than zero shooting and the damage is better too.

Kyouriharu
04-15-2010, 02:17 AM
As to no surprise, my idea of defensive archery is by getting hit in the defensive stance (which is not smart if you have low rank Defense, seriously) then resume plowing arrows. Or Windmilling upon a missed close ranged arrow then resume plowing. Or keeping that Mana Shield button handy as I miss a few shots. Or Firebolt at a missed mid-range shot. Or, the obvious one, hiding behind a set of barrier spikes. I don't say that defensive archery is bad, but there is more to defense than just shooting from far away. In fact, shooting from far away may do more harm than good if the enemy has you under it's cross-hairs. And, in light of Final Shot, it works for me after a double click between shots. I guess I got used to it.

Zxavier
04-15-2010, 02:26 AM
my final shot has been fixed i found the problem it was really simple actually, it was my itunes whenever a song changed it would cause massive lag making FS act up so the solution? Use my ipod instead. Well i will try using Zero shot again and ill see if i didnt just give it a bad wrap because of the few times i used it on Zidion and saw that it didnt work i just get into the habit of defending others so staying behind and covering my partners blind spots, so next time i solo ill try it again. Oh and good job on the guide if i didnt already say it. :thumb:

Kyouriharu
04-15-2010, 09:03 PM
Thanks Zxavier.

Also, guide updated. I kinda had to cut the update short since I'm a little busy right now. I'm debating if I should add more pictures since, scrolling down, it feels like a wall of text. Anyone else think the same? Also, videos for the new part are in the making. Time isn't on my side, sadly.

Rime
04-16-2010, 04:03 AM
Elven Long Bow: (124)
Damage: 6-30
Critical: 46%
Balance: 30%
Range: 2000
Brought up by Arus, I've been rather partial to Elven Long Bow builds so I love looked this one. This bow is an amazing substitute to the Composite Bow and strong in all three fields; damage, range, and critical. However, there are other alternatives such as a Elven Short Bow or the Long Bow but, quite simply, this bow's critical is quite a stride for the damage is gives, perhaps the highest of the NPC bought bows. No words can explain the benefits or drawbacks more than Arus:
Someone fudged on the wiki; the path's damage is actually 6-20. The bow's still good for pricking things from afar with a high crit rate.

On a related note, I was actually the one who first suggested this bow, but I'll let it go...this time.

You may also want to re-clarify, in your section about the wing bow, that the crit cap is 30% so critical isn't assured with every shot. However, you're almost guaranteed to be able to overcome any hurdles in enemy protection and reach the 30% crit cap with this bow so it's still gravy.

Kyouriharu
04-16-2010, 10:46 AM
Yaknowat! Urface!

Anyways, yeah I was kinda over exaggerating with the Wing Bow. I kinda got lost in my wording.

Kyouriharu
04-22-2010, 04:21 PM
Updated the wording of some of the skills. Also added a few videos for the tips section.

And bump too.

Rime
04-24-2010, 04:21 AM
I suggest writing a little blurb about the usefulness of icemines, focusing on the fact that they can be triggered from afar and that unprovoked monsters that are caught in the explosion will not be aggro'd.

Retalia
04-28-2010, 05:23 PM
Haha, heya Kyou, it's me Ara, nice little guide you have there, though I'd like to add a few things, if you wouldn't mind.

For bow builds, you missed out on my personal favorite guardian bow build, which would be the 235 build, which really turns it into a higher dura crit build comp bow, with a bit less range:
Attack 19-28 Critical 48%
Balance 30% Injury Rate 30~60%
Range -300
235 / 41,900G

For ego's to add, an Ego wing bow should also be listed, imo, considering they get decent max (only 12 less then an LLB ego) and amazing crit (11+ then an llb ego), and 2600 range, making them essentially one of the better egos around. I can't really get endgame stats since the KR mabi forum with the data on it has long since been bumped away by other KR mabi happenings, but I'll look for it.

As far as enchant suffixes, I suppose you could list Thief (http://wiki.mabinogiworld.com/index.php?title=Thief),Earnest (http://wiki.mabinogiworld.com/index.php?title=Earnest) and Elegant (http://wiki.mabinogiworld.com/index.php?title=Elegant) as far as suffixes, since as you said, Crit is rather important for elves (I'm able to reach about 125 ish with my Revolver xbow/accessories, and I don't have prefixes on them yet/am using Polished Wisp shoes.). Fearless (http://wiki.mabinogiworld.com/index.php?title=Fearless) and Polished (http://wiki.mabinogiworld.com/index.php?title=Polished) also make good crit prefixes (though certain gear should stay with certain prefixes) and I'd avoid ranking lightning bolt unless you have enough dex to make up for the loss of max/min from stiff hats (not just tailcaps anymore!). Raven boots are nice but if you're into fashion (which sadly I am these days) they don't work too good, haha. As far as snowdrop you can also get it rather easily from Prison Zombies in metus, however you'll either need a high ranked golem or some melee support for those (also; you can hunt for a hitting turban that way, if you're into those)

For titles, Master of Thunder (http://wiki.mabinogiworld.com/index.php?title=Thunder#Master_Title) makes an amazing "mana tank" title, as it gives a good amount of dex and a good amount of MP at the cost of a little HP and str. Until Final shot's master title comes out, elves (unless elves in alexina have seal breakers?) are stuck with investing millions of gold for +30 dex master titles, so it'd be best to bide on that or Seduced the succubus for crit/mp/dex. I'd suggest against anything that has -will, including Master of range. You still do get crit from will, which is always, always nice.

As far as pet tricks, I can make a video sooner or later for what I like doing as far as mount archery for aggro control. If you shoot a mob on your horse, and dismount the aggro stays on your mount, in which case you can just make it use counter over and over to take the multiaggro heat off of you somewhat.

As far as protective wall, I find myself as more of an aggressive archer as in I like getting close to my enemies (which crossbow mag helps with, just run up closer and closer) so it doesn't help me too much, however I do use it to avoid explosions in places like provocation hard where the spider there hits really really hard.

For Golem, Snow golems have been one major buff to elves in particular because it makes NS2 things alot easier to handle/gives you a chance to handle meaner multi aggro things, but I wouldn't count them exclusively to elves, though I think they benefit them the most.

Anyways, I'm currently not in a place where I can type more data, so sorry if I left a few things out, I'll get to typing more later, probably.

NekoStory
04-28-2010, 10:45 PM
Oh... My... God...
This is like... the best Range skill ever. Its like WM/Blaze put together for Elves... Oh god...
Once this comes out I'm so getting r1 8D!
Prepare yourself for Epicness ; ~;

http://www.youtube.com/watch?v=YBr038-hsMA

Sora
04-29-2010, 12:46 AM
This is really nice guide! :) Most of this I know since I lovvee my elf <33 But this is something people should look at if looking to start as an elf, or make an alternative character.

You really did an amazing job, you even pointed out counters to an Elf's hindrances (Effectiveness of Mana Shield for Elf, Elf having more Mana). This only just inspired to play harder!!

PS: Recently, I've been playing around with Smash, it's only rank 9 while my Cm is r1 and Wm r2, but I've had people unable to believe i can pull out 1.5k Crit Smash at rank 9 as an elf xD It truely is a spectacle to people =D

Kyouriharu
04-29-2010, 02:22 AM
Thanks Ara. I won't lie, the enchants section was kinda half-assed and there really hasn't been any updates to it beyond the first version.

I'll add the the details you pointed out when I have time tomorrow. I was actually hoping you'd stumbled upon this since you seem to be someone wise to exchange ideas with, especially since I'm trying to polish this thing up. Anyways, as a call to arms for anyone, any video data will be greatly appreciated. I don't want this to be all data and no practice.

Anyways, thanks Sora for the comment xD. The guide is a far from perfect though, that's why I do request any critique.

Kyouriharu
04-29-2010, 07:56 PM
Updated along side Retaila's suggestions. And Bump.

Rime
04-30-2010, 02:36 AM
You didn't mention shadow hunter in your enchants section. The benefits of this enchant may be hard to activate, but it boasts a hefty 10 max damage boost, 5 crit, and overall high availability thanks to shadow missions. It's definitely one of the better end-game prefixes for weapons.

EndlessDreams
04-30-2010, 02:35 PM
Cyprus is another good enchant as well that adds max damage and +10% critical rate. It takes away 100 stamina though.

It isn't much of a problem if you have r1 production mastery, which you need for life skills anyways.

Arendel
04-30-2010, 05:40 PM
You forgot about accessory enchants. Lilly gives a hefty amount of DEX and works well with Corundum, making it possibly the best accessory you can get for a ranged elf. Salvia is another option for slightly less DEX, though you miss out on the crit bonus given through Lilly's luck. Melee damage can be boosted with Earthquake's or Leo.

Kyouriharu
05-01-2010, 02:55 AM
Updated:

Bradstrt explained adding some kind of dex count. Intrigued, I decided to punch the numbers for myself. Anyways, with classes picking up, I don't think I can update it as frequently as I could. So I'll update whenever something comes to mind. If anything, I want to give it a visual overhaul, I just don't want it to look like a waaaaaaaaaaaaall of text.

Hiccup
05-01-2010, 04:31 AM
Updated:

Bradstrt explained adding some kind of dex count.

Oh your welcome~

Kyouriharu
05-27-2010, 12:11 PM
Bump

Updated again. Sorry for slow updates, finals are lurking around the corner and I've been playing Real Life. Such a grindy game. Anyways, I'll get back on this more, and onto Mabinogi more, when classes are over and when. Anyways, who follows updates to this guide still? Just curious.

Fumy
05-27-2010, 12:29 PM
Just checking when you update :P There really wasn't anything that helped me but well its not like I just started out xD Its still a good guide

Kyouriharu
05-27-2010, 01:30 PM
Ah. Well I thought Guru soaked up all the hype to the guide when I first posted it there. It came a long way from then and it's basically complete, plus or minus some details here. I'm just trying my best to polish it so I'm taking any criticism and suggestions.

Tyson
05-28-2010, 02:27 AM
Cyprus is another good enchant as well that adds max damage and +10% critical rate. It takes away 100 stamina though.

It isn't much of a problem if you have r1 production mastery, which you need for life skills anyways.

Including Refining, Of course~


Oh... My... God...
This is like... the best Range skill ever. Its like WM/Blaze put together for Elves... Oh god...
Once this comes out I'm so getting r1 8D!
Prepare yourself for Epicness ; ~;

http://www.youtube.com/watch?v=YBr038-hsMA

i was thinking its more like Thunder or that Demigod skill, Ohwell.
Look pretty bad ass anyway

Fumy
05-28-2010, 08:48 AM
i was thinking its more like Thunder or that Demigod skill, Ohwell.
Look pretty bad ass anyway

DMG is only 130-250% at r1 so with 250 dmg you would hit 325-625 dmg on every enemy that gets hit with splash and 250 dmg on the enemy you shoot :S You gotta be really strong to make good use out of it and hope its gonna crit well I just hope you can use it behind barriers :S

Kyouriharu
05-28-2010, 10:28 AM
DMG is only 130-250% at r1 so with 250 dmg you would hit 325-625 dmg on every enemy that gets hit with splash and 250 dmg on the enemy you shoot :S You gotta be really strong to make good use out of it and hope its gonna crit well I just hope you can use it behind barriers :S

I hope the fragments don't hit the barriers too.

Remoraid
05-31-2010, 07:27 PM
The Guide seems very useful as it is. I will use it when I get back to playing my Elf again =P + Rep

Kyouriharu
06-24-2010, 02:22 PM
Updated for G10.

Wheeeee

Arendel
06-29-2010, 01:34 AM
You still forgot about accessory enchants.

You forgot about accessory enchants. Lilly gives a hefty amount of DEX and works well with Corundum, making it possibly the best accessory you can get for a ranged elf. Salvia is another option for slightly less DEX, though you miss out on the crit bonus given through Lilly's luck. Melee damage can be boosted with Earthquake's or Leo.
And the enchants section in general is kinda hard on the eyes, at least as far as separating prefixes from suffixes goes. Work them BBcode and line breaks, girlfren!

Rime
06-30-2010, 01:40 AM
A drawback of the War Sword is its normal attack speed, which means that its hits won't cause as much stun as a warhammer or broadsword. As elves have little in terms of tanking abilities, having low hit stun at close range can be a crippling disadvantage.

Kaeporo
06-30-2010, 04:40 PM
These titles should be considered,

(Human-only) "The One Who Saved the Goddess"
+ 1 Min/Max Damage
+ 10 Mana
+ 6% Critical

"A Friend of Monkey"
+ 15 Dexterity
+ 15 Stamina
+ 1.5% Critical
- 10 Health Points
- 10 Mana

"The One that Connected Rano and Connous"
+ 10 Strength
+ 10 Intelligence
+ 8% Critical

"The Goddess Water Maker"
+ 15 Dexterity
+ 15 Intelligence
+ 15 Mana

Cide
07-01-2010, 04:48 AM
These titles should be considered,

(Human-only) "The One Who Saved the Goddess"
+ 1 Min/Max Damage
+ 10 Mana
+ 6% Critical

"A Friend of Monkey"
+ 15 Dexterity
+ 15 Stamina
+ 1.5% Critical
- 10 Health Points
- 10 Mana

"The One that Connected Rano and Connous"
+ 10 Strength
+ 10 Intelligence
+ 8% Critical

"The Goddess Water Maker"
+ 15 Dexterity
+ 15 Intelligence
+ 15 Mana

considering this is an elf guide, adding a human-only title would make little sense.

seirk
07-02-2010, 11:33 PM
I don't understand why Stiff and Musician enchants are considered "range friendly" since both give -10 dex additionally.

Also you should add the new enchants you can get from rafting, Glowing and Rainbow. Both are great enchants that add both critical and max damage simply by ranking the magic shields.

Arendel
07-03-2010, 12:41 AM
I don't understand why Stiff and Musician enchants are considered "range friendly" since both give -10 dex additionally.
Those -10 dex penalties only apply under skill-based conditions. Stiff will only penalize you at high ranks of Lightning Bolt, a condition that was already addressed under the description of the Lightning Bolt skill (by the way, this part still says it's r9+ for the penalty when it should be rA+). You do not need to rank that skill to enjoy the 10 crit bonus. Musician's only penalizes you if Playing Instrument is below r9, and if you are at all serious about getting as much dex as you possibly can, that condition will not apply to you. In any case, it's much easier to get dex from skills to make up for the damage lost through those enchants than it is to build up your crit rate through will-giving skills, so long as you use those enchants wisely (e.g., using a Stiff Tail Cap with a Lizard Long Bow and Musician's Long Greave Boots with r1 Playing Instrument, as opposed to having two Stiff gears and Musician's boots with high-ranked Lightning Bolt and an insufficient Playing rank).

Rose
07-11-2010, 05:23 PM
Haha, i hope your getting prepared for Crash shot xD 490AP for 31Dex :P

Arendel
07-12-2010, 01:22 AM
Okay, so I changed my mind about the ELB build that Rime suggested. If you want a bow that gives super high crit AND decent damage, try the 127 Elven Short Bow. This build gives a hefty 47% crit while still maintaining a max of 32 - way more than the 124 ELB gives. Of course, you're limited to zero shooting with it, but it shouldn't be a problem if you're going on the offensive.

Vaelissa
08-15-2010, 04:34 PM
The enchants section needs a few revisions and perhaps a few additions.

The "Pirate" enchant is actually a suffix, not a prefix as is listed.

The "Expensive Looking" prefix enchant is worth adding to the guide, which is a rank 9 prefix for light armor that adds +5 str, +5 dex and +2 defense.

"Raven" is listed under footwear enchants, but it is a weapon only enchant. While there are notes on the raven "Long Greave Boots", it isn't made clear that the boots they're on already come pre-enchanted. This may be confusing for newer, more clueless players.

The rank C suffix enchant, "Soldier" (All) gives +1~2 strength, which is a decent melee enchant that's great for cloth armor and such.

The rank A suffix enchant, "Fighter" (All) gives +3~2 Str when lvl 8+, it is good for the same reasons as above.

The rank E prefix enchant, "Fox Hunter's" (All) gives +4~2 Max Damage while lvl +3, which is also worth mentioning. While not as nice as fox, it is easier to obtain and safer to enchant.

Rose
08-23-2010, 08:54 PM
You might want to add in a FAQ for training skills or ect, perhaps even a training guide and AP allocation paths, something worth considering, if you want this guide to be as informative as it could be.

Time
08-23-2010, 09:21 PM
You might want to add in a FAQ for training skills or ect, perhaps even a training guide and AP allocation paths, something worth considering, if you want this guide to be as informative as it could be.

Thanks for bumping this, I should really read this considering my elf is my main....

Rose
08-24-2010, 02:47 AM
I'm the bump master.

IceBlade
08-24-2010, 06:56 AM
You might want to add in a FAQ for training skills or ect, perhaps even a training guide and AP allocation paths, something worth considering, if you want this guide to be as informative as it could be.

Since you're a pro range elf, you could always make a guide like that hehe.

Rose
08-25-2010, 04:47 AM
Since you're a pro range elf, you could always make a guide like that hehe.

..............Wut?

Sapphireoath
09-29-2010, 03:39 AM
Just an Enchant suggestion for Weapons, but if you want an extra 5% crit but don't want to spend too much getting it (but it does come at the cost of -10 Stam, which isn't that much if you have high stam), use Simple (it goes on weapons, I have it on my Comp Bow upgraded using the same path from this guide)
Rank B Enchants - Mabinogi World Wiki (http://wiki.mabinogiworld.com/index.php?title=Simple#Simple)

radionoise
10-26-2010, 12:05 PM
Any chance this guide will get an update for g11~12 content? I'd like to see some of the new personalized enchants listed, as well as possible advice and more detailed information regarding Crash Shot and rebalanced Support shot.

Kyouriharu
10-26-2010, 01:08 PM
I'll update it sometime this weekend or next. Depends on my school schedule.

radionoise
10-26-2010, 01:17 PM
I'll update it sometime this weekend or next. Depends on my school schedule.

Thank you, I've always found your guide very helpful.

Kyouriharu
11-01-2010, 02:41 AM
Updated for G11 and G12

God, I need to fix the enchant section somehow.

radionoise
11-01-2010, 07:15 PM
Updated for G11 and G12

God, I need to fix the enchant section somehow.

Thanks for the update!

Regarding enchants, you could add Delusional and Burning suffixes for hats (although Delusional is originally bow-only, but drops as headgear from a Fiodh endchest). One is geared towards range damage, while the latter gives a hefty critical bonus.

There are some new personalized enchants that complement elf range/melee quite well, although many people do not like the loss of inv space... Most notable are Round, Dignified and White Horse. Other than that, G11 introduced accessory enchants called "Light" and "Precise" which can be a great way to improve your range damage and critical if you wear a clothing or light armor setup.

Regarding Crash Shot, would usage of the master title make the secondary implosion hit for 936% damage, or does it only affect splashed enemies?

Kyouriharu
11-03-2010, 01:01 AM
Regarding Crash Shot, would usage of the master title make the secondary implosion hit for 936% damage, or does it only affect splashed enemies?

Actually I don't know. First off I'm not sure if it's 10% damage on top of current damage or 10% + 250%. I don't have the title myself.

Kenichi
11-10-2010, 06:22 AM
Whoa. 40xx Elf and on my server? can I add you?

I like this guide a lot. I just wish you would give your personal preferences more as far as bow use and order of skill ranking, being a high level elf.. like you did with the falcon transformation skills.

but thanks for making this.

Kyouriharu
11-10-2010, 11:35 AM
For sure you can.

About personal preference, I just don't feel like I have to say "you have to get this because I say so." I don't want to narrow choices like that, so I put the stats of the weapons and such and where they can be used effectively so the readers can decide. Now about the personal preference about skills; it's been a long time since I started the game. The game has changed now, so whatever skill build I follow might be not as suggested right now especially with skills like Crash Shot available to you now (spoiled kids, kidding).

Murasaki
11-10-2010, 03:15 PM
Thank you for the update~ Very handy.

Ailyene
11-10-2010, 03:23 PM
Sorry if this has been mentioned before, but seeing as it still hasn`t been taken out of the guide yet, I`ll assume it hasn`t.


However, don't be too attached to the skill, it will suffer a huuuuuuge nerf in one of the later generations where Golem kills don't grant exp. Don't let that turn you away, however, Golems can maul enemies to death, at no effort at all.

This was proven in another thread in Mabination to be untrue. Anyways, I`m not an elf but I read most of the guide anyway because I was bored and it seems like a very good one, so good job.

Kyouriharu
11-10-2010, 06:11 PM
This was proven in another thread in Mabination to be untrue. Anyways, I`m not an elf but I read most of the guide anyway because I was bored and it seems like a very good one, so good job.

Thanks I forgot that I put that on. Someone told me about it earlier but I guess I forgot about it in my guide.

Meikeru
11-13-2010, 07:05 PM
Incredible guide, but I've noticed after reading this guide that you don't really touch on enchants for mages or upgrades for wands.

Kyouriharu
11-14-2010, 12:12 PM
Hmmm. Well personally I find no difference between human and elf magic, plus or minus Ice Spear and the mana growth of course. Trigger's magic guide covers magic much more in depth than I can do.

Ailyene
11-18-2010, 07:04 AM
I was reading over your enchants for weapons because they can work for humans too (=D) and after looking at the enchant list, I think delusional would be an excellent enchant as a suffix for a bow. While it is rather costly to get, these are the stats for Delusional (rank B suffix on crossbows and bows):

-10 Int when lvl 25+
+6 Dex when lvl 15+
+8 Max Damage if Ranged Attack Rank B+

There was also another possibly good one I found for elves only, but it seems pretty hard to get, and I'm not too sure about that -4% protection but maybe if someone doesn't want it. o.O

Cactus (rank A suffix):

+6 Max Damage if Mirage Missile Rank 6+
+4 Min Damage if Mirage Missile Rank 4+
-4% Protection if lvl 30+
-6% Repair Cost

Dracius
11-20-2010, 04:44 PM
This is by far the best Elf guide I've seen.

Cide
11-20-2010, 10:27 PM
I was reading over your enchants for weapons because they can work for humans too (=D) and after looking at the enchant list, I think delusional would be an excellent enchant as a suffix for a bow. While it is rather costly to get, these are the stats for Delusional (rank B suffix on crossbows and bows):

-10 Int when lvl 25+
+6 Dex when lvl 15+
+8 Max Damage if Ranged Attack Rank B+

There was also another possibly good one I found for elves only, but it seems pretty hard to get, and I'm not too sure about that -4% protection but maybe if someone doesn't want it. o.O

Cactus (rank A suffix):

+6 Max Damage if Mirage Missile Rank 6+
+4 Min Damage if Mirage Missile Rank 4+
-4% Protection if lvl 30+
-6% Repair Cost

if you use the mag master title, you're going to have next to no prot anyway. might as well go for broke |D

Meikeru
11-24-2010, 02:21 PM
After ranking wm which ranged skill should I train? I was thinking mirage b/c of the requirements, but I just wanna be sure.

Fracture
11-24-2010, 03:43 PM
After ranking wm which ranged skill should I train? I was thinking mirage b/c of the requirements, but I just wanna be sure.

r1 Refine. If you already have r1 refine, rank Ranged Attack. Elves already have a low aim speed, and mirage/mag will be next to useless as anything but openers unless you have r1 Range.

Kitsunebi
12-01-2010, 01:11 AM
:2thumb: Awesome guide! This will help me a lot, thanks!
My elf will be way better now hopefully.:awesome:

Arendel
12-12-2010, 07:21 AM
Don't forget to put the 144 Long Bow in the weapons section. For a mere 5 max damage, you get 6% additional crit, and the 10% extra balance compared to the 153 build means you can use it earlier. Compared to other bows with crit builds, this one has one of the highest while still retaining high damage and long range.

elfblitz
12-23-2010, 11:54 AM
is crash shot good enough to replace windmill? like can it be used on zombies?
oh and i've seen elves use zero-magnum before, i could do it alot when i still had my old computer (saving another 600$) T_T

Meikeru
12-23-2010, 11:57 AM
All in all, this skill doesn't completely replace Windmill, remember that. Windmill has the advantage over raw spammage and constant reliability across the board.
^^ Gotta love reading. I don't think that crash shot bypasses natural shield though.

elfblitz
12-23-2010, 12:30 PM
im sorry i didnt read the whole thread, im at work on my hour break >_<

Fracture
12-24-2010, 01:48 AM
^^ Gotta love reading. I don't think that crash shot bypasses natural shield though.

Initial and splash don't, but I don't know about the explosion damage.

radionoise
12-24-2010, 02:00 AM
Initial and splash don't, but I don't know about the explosion damage.

The explosion damage also triggers natural shield.

mageyoulook
01-01-2011, 03:20 AM
How does the Crossbow fare as a Zero Shot/Step-Shot weapon after G13's implementation of Crossbow Mastery?

Grifter
01-01-2011, 03:37 AM
How does the Crossbow fare as a Zero Shot/Step-Shot weapon after G13's implementation of Crossbow Mastery?


From a purely stats perspective, Xbows are definitely bigger players now. However since Elves don't really benefit much from mobility (their skill loads are very short) and have a lower aim % than humans, they're still better off using bows IMO..

mageyoulook
01-01-2011, 03:51 AM
From a purely stats perspective, Xbows are definitely bigger players now. However since Elves don't really benefit much from mobility (their skill loads are very short) and have a lower aim % than humans, they're still better off using bows IMO..

So Long Bows would be a better choice (I don't like ESB's shorter stun) for Zero Shot/Step-Shot than Crossbows?

radionoise
01-01-2011, 04:32 AM
How does the Crossbow fare as a Zero Shot/Step-Shot weapon after G13's implementation of Crossbow Mastery?


Crossbows would make an affordable replacement for Wing Bows if you are really lacking in critical... but otherwise, you would be better off using Long Bows and building your enchant setup to reach 110%+ critical with it.

Long Bows have faster aiming (I've recently read reports regarding bow speed affecting aim rate as well, though, so not too sure on that anymore) and far higher stun, which would make it safer to zero-shoot.

Either way, zero-shooting elf range isn't very effective when you have r5+ magnum as you can just continually spam that instead.

Cynic
01-01-2011, 06:34 AM
Very good guide. It makes me want to dedicate more time to my Elf.
I just wish Ranged Attack didn't suck up so much AP. :/ Any tips for quick training for said AP, perhaps? My Elf is freshly made. (Total level 20, lolol)

Claudia
01-01-2011, 09:30 PM
Excellent guide.
I've decided to start an Elf; what would you absolutely recommend I rank first [as in, what should I strive for in my first/second/third rebirth]? I'm going to assume WM, of course, but what else? Sadly, I can't afford refine. ;_;. I'm also looking to go Magic only or Melee/Magic for now.

mageyoulook
01-01-2011, 10:56 PM
Excellent guide.
I've decided to start an Elf; what would you absolutely recommend I rank first [as in, what should I strive for in my first/second/third rebirth]? I'm going to assume WM, of course, but what else? Sadly, I can't afford refine. ;_;. I'm also looking to go Magic only or Melee/Magic for now.


R9 Ranged Attack, R9 Magnum Shot, R9 Critical Hit, & R1 Refine.
You'll need some way to do damage early on and earn AP.
The DEX you get from those skills will help with low-balance melee weapons too.
After that you can work on Windmill and magic skills.
Also, Refine is cheap; you'll end up making a profit rather than losing one from selling Ingots.

Claudia
01-02-2011, 08:47 AM
Really?! Awesome.
But yeah, I forgot to clarify, but eventually I DO want to be a 'jack of all trades'. x]
But thanks for helping me. (:

Kyouriharu
02-01-2011, 01:10 AM
Updated once again for G13, I will do another update this weekend or next weekend. In the mean time, gonna stuuuuudy.

Yanm
02-03-2011, 01:39 AM
Kyou, I think you might've gotten the Arbalest information wrong. It says with Xbow Mastery, Crossbows would get 58% which is true, but on the jap wiki, it says the Arbalest can get 53% crit normally. Does it not benefit from Xbow Mastery, because if it did, then that should be 68%. Correct me if I'm wrong now.

Tablo
02-09-2011, 06:26 AM
I don't play elf, so I'm not sure how many elf users are aware of this "trick," but I'll throw it out there for those who are not aware of this.
Friends and I call it "moving shot." It's quite similar to the "step shot" in the op, but you do this same thing on a horse. While on horse, your aim meter is capable of producing 50% accuracy (while moving). However, some of you must have noticed this, but when you shoot, while moving towards the enemy, the arrow hits 99% of the time, if not, 100%. Imo, it's a crucial trick to make use of as an elf.
Stay on your horse. Use the advantage of your mobility and tricks like these to keep you alive. As an elf, the last thing you want is missing that shot that will send you out of that shadow mission. It's very useful for scc when cleaning up mobs that does not die from your initial crash shot.
The combo, "moving shot"+magnum+"moving shot"+magnum works wonders on the semi-boss shadow ghost (can work on regular mobs too).
I'd suggest esb/highlander long bow combo for all elves, though it's really your preference.
I didn't see a good elf scc video on youtube, so I stole one from nico and uploaded it for those who does not have access to these kind of videos.

http://www.youtube.com/watch?v=b9TbN8X95ho
Have fun, and good luck to all elves! To the op, great guide! :D

radionoise
02-09-2011, 02:24 PM
I don't play elf, so I'm not sure how many elf users are aware of this "trick," but I'll throw it out there for those who are not aware of this.
Friends and I call it "moving shot." It's quite similar to the "step shot" in the op, but you do this same thing on a horse. While on horse, your aim meter is capable of producing 50% accuracy (while moving). However, some of you must have noticed this, but when you shoot, while moving towards the enemy, the arrow hits 99% of the time, if not, 100%. Imo, it's a crucial trick to make use of as an elf.
Stay on your horse. Use the advantage of your mobility and tricks like these to keep you alive. As an elf, the last thing you want is missing that shot that will send you out of that shadow mission. It's very useful for scc when cleaning up mobs that does not die from your initial crash shot.
The combo, "moving shot"+magnum+"moving shot"+magnum works wonders on the semi-boss shadow ghost (can work on regular mobs too).
I'd suggest esb/highlander long bow combo for all elves, though it's really your preference.
I didn't see a good elf scc video on youtube, so I stole one from nico and uploaded it for those who does not have access to these kind of videos.

http://www.youtube.com/watch?v=b9TbN8X95ho
Have fun, and good luck to all elves! To the op, great guide! :D

Yes, I've noticed that too... Whenever you're horseback, follow-up ranged attacks seem to have 99~100% accuracy while you're running. However, G13 made horseback archery a lot less safe in a sense... you can no longer dismount immediately after a ranged attack, so while that elf in the video can crash shot-> dismount to follow up with a crash shot as the mount retains all aggro, we aren't able to do so anymore. I think it's not just mounted archery, though, trans/windmill animations won't let you immediately mount like they used to either.

Mounted Archery has no Sharp Mind skill, so if an enemy sneaks up on you with a smash you can't just dismount to avoid it anymore (and you can't windmill on a horse) >:

As for single targets... don't bother with regular range, lol. You can Magnum-> Magnum -> Magnum indefinitely as long as you're on a Thoroughbred since you will always be able to get 99% aim with any bow that has enough stun.

Tablo
02-09-2011, 03:47 PM
Yes, I've noticed that too... Whenever you're horseback, follow-up ranged attacks seem to have 99~100% accuracy while you're running. However, G13 made horseback archery a lot less safe in a sense... you can no longer dismount immediately after a ranged attack, so while that elf in the video can crash shot-> dismount to follow up with a crash shot as the mount retains all aggro, we aren't able to do so anymore. I think it's not just mounted archery, though, trans/windmill animations won't let you immediately mount like they used to either.

Mounted Archery has no Sharp Mind skill, so if an enemy sneaks up on you with a smash you can't just dismount to avoid it anymore (and you can't windmill on a horse) >:

As for single targets... don't bother with regular range, lol. You can Magnum-> Magnum -> Magnum indefinitely as long as you're on a Thoroughbred since you will always be able to get 99% aim with any bow that has enough stun.

Aaah, I've been wondering why that elf got off his horse after that crash shot. As for magnum, magnum, I haven't tried it yet, but it appears that it would be greater than a shot/mag combination if they manage to land. Yes, being unable to mount after wm/smash, is very annoying. :<

Kyouriharu
02-13-2011, 03:21 PM
fuuuuuuuuu, accidentally cut out half the guide in transition to cutting it in half
asdfasdfasdfasdfasdfa

Currently working from memory to rebuild this, from now on in, I'll make an offline archive.

Okay I did the best I can bringing the guide back, I'll update more of it later today when I finish my homework

Finished the update, finally.

Dracius
02-25-2011, 01:53 PM
Does the Elven Long Bow suffer from Elf Durability too?

Arendel
02-25-2011, 02:18 PM
Yes.

Dracius
02-25-2011, 05:43 PM
So that means the Guardian Bow is the ONLY Bow in the game NOT to suffer from Elf Durability?

Arendel
02-25-2011, 05:55 PM
Yes.

The Guardian Bow is the only bow in the game that doesn’t suffer something that I call “Elf Durability.”
___

Time
02-25-2011, 05:59 PM
Quick question, Im sorry if its been answered, but Im kinda confused, Elf durability is from shooting two arrows, only that one bow doesnt suffer from it, but elf prof is also from shooting two arrows, does that bow get the double prof? Im assuming it doesnt, but I would like to know.
Thanks!

Kyouriharu
02-25-2011, 06:11 PM
Quick question, Im sorry if its been answered, but Im kinda confused, Elf durability is from shooting two arrows, only that one bow doesnt suffer from it, but elf prof is also from shooting two arrows, does that bow get the double prof? Im assuming it doesnt, but I would like to know.
Thanks!
I can confirm that at least before G13, Guardian Bows still got double prof.

Sapphireoath
02-26-2011, 12:22 AM
What SM's should I try doing with rB Range, rF Mag and ~120 dex (total 66, so no Int+)? and around uh...40-ish crit? I have 2 Finest Shadow Crystals, so should I just wait for Daily SM's? (I did a Fomor Attack basic for ~130k exp with crystal (originally 62k)) Really stuck on leveling, been a long time since I had a newbie character xD

Taliya
02-26-2011, 12:33 AM
I would save those shadow crystals for when you get an elite pass your stronger friends want to do that also happens to be a daily mission. :D

Sapphireoath
02-26-2011, 01:31 AM
Hmm, now thats an idea :D.

willcaster
07-23-2012, 10:05 AM
This must be remade after the new combat system... in personal i feel like i wasted 2k lvls in nothing :cry: archery why?!?!

Zyferous
07-23-2012, 12:16 PM
Holy necro batman. If you're total 2k, you should be knowledgable enough to write your own guide.

And archery did not diminish come g16s2. There's just tons of meaningless qq everywhere.