Hello. The reason I'm making this guide is because there was no guide based on Magic skills since Trigger's guide is dead and outdated now. So hopefully, this guide would be any helps to any of you. This is also my first time writing a guide.
Also, some of the infos here isn't written by me but by Mabinogi wiki, and the videos used here aren't mine as well.
Magic is one of the "specialities" you can go into when playing Mabinogi. However you can choose to be hybrid of mage + other skills, or pretty much just mage with everything. I'm myself a mage and alchemist hybrid, with some slight melee build.
Race does not matters when using magic skill, however I do recommend using elves if you want to go as pure mage since they're fastest, have lower MP use, and can use hide but the bolt magic skills cost them more APs. Giants are good if you wanted to use mage and melee hybrid since you don't need shield to be able to use Charge, but Giants uses up more MPs to load magic skill than humans and elves do.
There is two destiny that I recommend either you guys to use, which is either Mage or Alchemist destiny.
Why go for mage? Well if you want to get more Int, to make your magic powerful, I recommend going for mage, however it only adds little more MPs from the destiny itself but you don't gain extra MP from leveling up.
Why go for alchemist? I'd recommend the giants to use it since it gives extra MP per leveling up, and also stamina as well. But I main an elf, and I go as alchemist destiny because I rely on MP more than I do with Int.
Also remember this that each 20 ints you have will add 1% to magic damage, and adds 1+ to magic defense.
Magic Defense is like normal defense, but you take reduced damages from magic skills, unlike normal defense where normal defense reduce you being damaged by physical attack.
Now that you want to make your character a mage? Well, there is five basic magic skills you should at least learn.
At least four of those skills require you to buy/find a book, in order to be able to learn the basic bolt skills and healing. Magic Mastery you learn from one of the beginner quests in game.
Icebolt
It's a weakest bolt skill out of all, however... it is most balanced skill.
At rank one, you get 70 to 80 base damages, and it also hit around that damage per bolt charge.
The load rate for rank F to A is 2 seconds, but if it's rank 9 or higher, it's 1.5 seconds.
Number of Icebolt pushes back enemies after 3 hits.
Monsters with Mana Deflector level 2 or 3 will not be knocked back or down by Icebolt.
Monsters with level 1 Mana Deflector are very difficult to knock back or down with Icebolt (usually takes 4 bolts to push it back. Sometimes it may be immune to knock back).
Mana Deflector at level 2 or 3 will "shrug" off the stunning effects and usually causes it to charge at you.
Number of Icebolt can pushback with 2 hits after a knockdown or pushback and will go flying if criticaled.
If you get knocked back, you'll lose all charges of icebolt, unless you're rank 1, which only cause you to lose one charge.
Firebolt
It's the average bolt skill, but it can become strongest bolt skill if you do 5x charges with it.
At rank one, you get damage base of 60 to 120. The damage is based on how many charges you load.
However if you do 5x charges, the damage base will be multipled by 6.5. If you want to do raw damage, I recommend getting a fire wand with 4+ chain casting upgrade, but only if you can afford to use mana for it.
The load rate is 2.5 seconds at rank F to A, 2.25 seconds at rank 9 to 6 and 2 second at rank 5 or higher.
Firebolt also will always force knock down the enemies unless they have advanced heavy stander.
If you get knocked down with firebolt, you'll lose only one charge, and while having Firebolt at rank 1, you lose no charge.
Lightning Bolt
I would say this is most difficult bolt skill to use, but the skill have highest damage base bolt skill, rank one have base damage of 40 to 150, but it's most unbalanced bolt skill in game. If you don't use Lightning bolt within 15 seconds, the charges will disappear and you'd have to charge the bolt again.
The decreased damage only effects other chained monsters and not the target. The potential damage reduces by 10% per chain.
When using multiple charges, only the monster targeted will immediately aggro. The rest of the monsters hit will only notice the player (they'll have a single red exclamation point over their heads), unless their AI allows them to multi-aggro you. Keep in mind, however, that monsters, which can multi-aggro and have noticed you, may walk towards you and aggro you from a close proximity.
If a player attacks with more charges than there are enemies, some of the them will be knocked back, the number of charges used - the number of enemies = how many of the ones attacked will be knocked back. The enemy targeted will always be among the ones knocked back.
If a player fires Lightning Bolt while there are other nearby party members with Lightning Bolt charges, he/she will be attacking with the number of charges they had plus the number of charges the party members had. This can only be done with up to 3 people, meaning the most you can get is 15 charges.
However, if you use a CC upgraded wand, it won't cost you any extra MP to charge at CC+1 or higher.
The load time for Lightning bolt is 2 seconds at rank F to 6, and 1.5 seconds at rank 5 or higher.
Magic Mastery
Magic Mastery adds 10 MP per rank for Humans and Elves.
Giants gain 5 MP per rank from F-D, 7 MP from rank C-A, and 10 MP from rank 9-1.
Also gives a bonus +1 MP per rank that does not affect Combat Power.
Magic Mastery begins to add Intelligence at Rank 9 for Humans and Elves.
Giants receive the Intelligence bonus at Rank 5 and in smaller amounts.
Magic Mastery contributes 1% of Magic Balance per rank. It also adds 1+ hidden mana per rank as well.
You'll need a Healing skill and bolt magic skills to train rank F to rank 6. You'll need to use more higher level of magic to rank rank 5 to 1 which I will explain in later parts.
Healing
The skill that let you heal other users or yourself. It heal at 8 HP per one bolt use at rank F, and heals 40 HPs per one bolt use at rank 1. However, healing does not heal the wounds, you must use first-aid skill with some bandages to recover people's wounds.
You also could equip that one title from mastering Party Healing, since adds this effect of wound recovery +10% of amount healed. But I'll explain about the skill later in the part of my guide.
Also, while you have Heal loaded, you also earn 20+ defense bonus. Basically one bolt = 4 defense for yourself, but 4th charge adds only 3+ defense while final charge adds 5+ defense.
If you use Healing on yourself while you're hurt, it will take some of your stamina away per use.
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Now that you have learned the basic five the magic skills, it's time that we go little advanced on the Magic skills. This section, we will focus on five passive magic skills.
Bolt Magic Mastery
A skill that passively increases the damage for your bolt magic skills.
The damage also does stack with one of the elemental magic mastery depending on what bolt you use.
It also get MP usage reduction as your rank get higher, and it also stack with elemental magic mastery as well.
Ice Magic Mastery
A skill that passively increases the damage for any ice magic skills.
The damage also does stack with Bolt magic mastery if you used an Icebolt skill.
Also can get MP reduction as your rank get higher and it also stack with Bolt mastery as well.
Fire Magic Mastery
A skill that passively increases the damage for any fire magic skills.
The damage also does stack with Bolt magic mastery if you used a Firebolt skill.
Also can get MP reduction as your rank get higher and it also stack with Bolt mastery as well.
Lightning Magic Mastery
A skill that passively increases the damage for any lightning magic skills.
The damage also does stack with Bolt magic mastery if you used a Lightning bolt skill.
Also can get MP reduction as your rank get higher and it also stack with Bolt mastery as well.
Fusion Bolt
A skill that enables you to be able to use fusion bolts without needing a partner to do so. The skill also passively increases the damage for fused bolts. The damage % and mana reduction % does not stack with either elemental mastery or bolt mastery.
Now what is a fused bolt, you say? It is a technique that combines the powers of two different types of Bolt Magic.
When using Icebolt in Magic Fusion, Icebolts trait of being able to shoot up to 5 times is added to the fused spell.
When using Firebolt in Fusion Bolt, Firebolt's trait of knocking down the enemy as well as increasing power with each charge is added to the fused spell.
When using Lightning Bolt in Fusion Magic, Lightning Bolt's trait of striking multiple enemies is added to the fused spell.
The trait of it disappearing after 15 seconds is added too, so if you waver for too long, the fusion magic will just dissipate into the element and number of charges you and your partner used to created it.
Also... you must use an elemental-based wands to be able to use fusion bolt. For example, if you have fire wand, you only can Ice and Fire fused bolts, or Lightning and Fire fused bolts. Ice and Lightning fused bolts won't work on fire wand.
[video=youtube;86YZBmHWXn8]http://www.youtube.com/watch?v=86YZBmHWXn8[/video]
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Again, you learned the passive magic skills that could be very important for you.
It's time that we move to more powerful type of magic skills known as intermediate magic skills. Blaze, Ice Spear, Fireball, Thunder and Party Healing.
All of those skills requires a wand to be able to use. And you cannot move if you have intermediate magic skill loaded, only the expectations are Party Healing which you're be able to move with the skill loaded. Giants also have to use up more MP than Humans and Elves for some of those skills. The intermediate magic spells also ignore protection when it comes to calculating for critical. And they're also very costly when it comes to APs and MP usage.
Blaze
It's very difficult to use pull off this skills than other intermediate magic skills.
A non-elemental magic skill you can pull off with any type of wands, however... using any type of the wands beside Combat wand will only reduce the damage down to 0.5x. Blaze does not have their own base damage as it rely on the str, int, and type of wand to do the damage.
The first strike, utilizing Strength, hits the monster and knocks it down. It can bypass the skills Counterattack and Defense, even with a shield on.
This hit will do between 140% and 200% of the user's melee damage depending on how long the skill is charged.
The second strike, utilizing Intelligence, causes the knocked down monster to explode. It ignores the target's Protection when calculating critical rate and target's Defense (stat).
The skill's damage multiplier depends on the enemy's knockdown timer. The skill will do ×1~4.5 damage depending on how close an enemy is to being knocked down upon receiving blaze's melee hit.
Blaze does not have any loading time when using it. You can use it right away, but if you want to have more power, load it up to at least 3 seconds for full damages. Blaze also have cooldown of 4 seconds. The Blaze's ranged is equal to Human melee range (170).
If an enemy is on the border of this range or is not attackable for any reason (such as when an enemy is being smashed), the skill's cooldown will activate and the character will be subjected to the immobility and invincibility frames. However, Blaze will not activate.
[video=youtube;tfKaRrFXjBM]http://www.youtube.com/watch?v=tfKaRrFXjBM[/video]
Ice Spear
A skill that requires you to use Ice wand to be able to use. It's a ice skill that freezes the enemy for few seconds, and then explosion results, damaging the enemy.
If the enemy got killed by explosion from ice spear, the explosion will spread to the nearby mobs, causing them to freeze as well, causing the chain reaction. However, it does lower damages each time explosion get to the nearby targets and etceria.
Out of all three of the Intermediate Magic skills, Ice Spear has the quickest charge time but does the least amount of damage. Mana use varies depending on skill rank and the player's Race.
At 5 charges, Ice Spear becomes the most Mana costly spell for Giants and Humans at Rank 5+. For Elves Ice Spear will always use less Mana than both Thunder and Fireball.
If you use ice spear on any mobs that have level 2 or 3 Mana deflector, their color would appear as light blue for few seconds, and the explosion still will result, dealing some damages.
Ice spear's damage base is 160 to 240 at rank one, and does stack the charges, like Firebolt, and it also follow the same rule for Firebolt, doing 6.5x more damages at full 5 charges, and have ranged of 1400.
It is also one of the most difficult skills to learn in game along with Fireball, and other few skills since it requires you to hunt for pages.
[video=youtube;YNUcOMwMKBk]http://www.youtube.com/watch?v=YNUcOMwMKBk[/video]
Fireball
A skill that requires you to use Fire wand to be able to use. It's a fire skill that you send the "ball" over to the target and when the ball lands onto the ground, it will create huge explosion, creating massive damage. At rank one, the base damage is 1600 to 2400. However, you need to have 5 charges on this skill to be able to launch Fireball, or else the skill is useless. It also have slowest loading time out of all magic skills, since you'd need at least 25 seconds to be able to load all 5 charges on Fireball.
The spell must be casted on a target, however the Fireball will not follow the target. The fireball will strike the position of the target at the time the Fireball was launched. This means that it is possible for the target to evade the fireball.
The explosion radius is near to 1000. It also force all monsters, including the level 3 Mana deflector users to be knock down. Only mobs that cannot be knocked down is any of those Monsters with Advanced Heavy Stander.
It's also one of the hardest skills to learn in game. Like Ice spear, you need to collect the pages, however unlike Ice spear, they have time limit and you must put the pages in numberical order.
[video=youtube;X6hONJlOPeI]http://www.youtube.com/watch?v=X6hONJlOPeI[/video]
Thunder
A skill that requires you to use Lightning wand to be able to use. It's the lightning skill that you use on the mobs, and the thunder will come down, striking the mobs dealing the damages, kinda like thunder from the cloud. #
Out of all three of the Intermediate Magic skills, Thunder has an average Mana cost and deals moderate damage.
Thunder will always be stronger than Ice Spear at equal charges, but due to its large damage range will almost always be weaker than Fireball even at 5 charges.
The base damage of thunder at rank one is 106 to 400.
A single charge of Thunder uses more Mana than either of the other two spells; however as each charge costs less Mana than the last, Fireball has a larger 5 charge cost and Ice Spear will require more Mana at high skill ranks (excluding Elves).
Thunder can be stacked up to 5 charges. With 1~4 charges, the final thunderbolt will deal 1.5x damage. With 5 charges, the final thunderbolt will deal 2x damage.
Also... higher rank you have for Thunder, longer standby time it will have... also standby time means the delay between the initial lightning bolt and the first thunderbolt.
Thunder also will hit more mobs per charge as your rank get higher.
You also need to require to get the pages to learn for Thunder, however, it's not as difficult to get like Ice spear and Thunder are.
[video=youtube;_adbNNfN7Gk]http://www.youtube.com/watch?v=_adbNNfN7Gk[/video]
Party Healing
A skill that requires you to use Healing wand to be able to use. It's same as Healing skill but the healing ability that allows you to heal the entire party members. It also give you and all other party members some defenses if they're within 1000 range. At rank 1, Party healing will heal players 150 HPs, and also give the party mates 10+ defense bonus.
However, unlike Healing, the caster won't lose the Stamina if they used Party Heal on itself.
You cannot load more than one charge on Party Healing.
Also... the Master title for Party Healing is very useful as it allows you to heal 10% of the user's wound from healing, and also adds 20% healing effect as well. The skill is very easy to learn. Just equip a Healing wand and use healing on yourself, and you'll gain knowledge of the skill.
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Now that you have learned the intermediate magic skills, it's time to move on to advanced magic skill. They requires the staff to be able to use. Like Intermediate magic, you also cannot move with advanced magic skill as well.
However there is only one advanced skill out right now, but we may will get to see two more being implemented in the future and I will upgrade my guide if they do get released.
Hail Storm
A skill that requires you to use a staff. It allows you to make a snow storm, and let you gather the ices from snow storm to attack the enemies with. It's a difficult skill to use as well but it can deal the highest damages out of all magic skills in game (as of for now anyway) You load snow storm which takes about 6.5 seconds, and after that, you can attack anything in the range for 30 seconds, such manner similar to Final Hit, however Hail Storm doesn't have cool down.
The base damage at rank one deals 200 ~ 300 damages, and it follow the same rule for Firebolt and Ice spear, dealing 6.5x damages if you have fully charged crystal. However... you cannot get fully charged Crystal until at rank 5 or higher.
The crystal charge at 3 or higher, also can do splash damage if there's mobs very nearby the target and also will also take full damage from the splash as well. The first crystal reload take 1 second to load, but the rest of crystals after first charge will take 0.7 to 1 second to load, depending on your rank. Also, more charges your crystal have, it will take slightly slower to throw it at the target.
The skill isn't too difficult to obtain, you need to have at least rank F Icebolt, Ice Magic Shield, and Ice Spear to be able to obtain the skill. (Stewart will give you the quest for it)
[video=youtube;UqjDt1wKFbg]http://www.youtube.com/watch?v=UqjDt1wKFbg[/video]
Fire Advanced Magic Skill (unreleased)
No info available here.
Lightning Advanced Magic Skill (unreleased)
[S]There's a rumor that we will get a second advanced magic skill in later update of G15 which is a Lightning advanced magic skill, because there is a skill inside the pack file called "Instant Thunder" which isn't out.[/S]
Ah, seem like Instant Thunder isn't a Lightning advanced magic skill, it's a hidden skill inside a new sword that came out of G15S1EX called Caladbolg, which randomly cast the Thunder on target everytime you hit using Caladbolg.
Instant Thunder also depends on what rank Thunder, Magic mastery, and Lightning magic mastery you have as well.