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Upcoming Information about Lord Missions



[SIZE="4"]Requirements[/SIZE]
At least one Master Skill (not sure if Life Skill Master counts)
Lord Pass
A party of at LEAST 5
Writer of the guide on Gameabout suggests AT LEAST Level 3000 for any player attempting this mission

[SIZE="6"]Information about Each Mission[/SIZE]

Rescue Belvast Hostages
Highest difficulty, as this mission is complex, combined with the lag of Belvast. Comparable to back-to-back "Erinn Martial Arts Competition" rounds
Consists of Two parts. First part is sneaking into Belvast.
Second part is escaping with the hostages.

Monsters:
Goblin Humanoids - Appears all throughout the mission
Rat Man - Appears only in Part 2
Argos (Extremely Dangerous)
Imp - NOT your regular 310 HP monster!
Ogre Executioner
Armor Skeleton Ogre
Skeleton Hellhound
New Gremlin
Giant Skeleton
Golems

Part 1: Players must stand in the ring, and party leader needs to talk to the NPC to begin mission
You will be under the influence of a special form of "hide" and will spawn monsters if you get too close to them. Note that there are checkpoints throughout Part 1, where all members need to stand in the circle, and leader must talk to the NPC to continue.

Monster strength increases exponentially between each checkpoint. AVOID BATTLES AS MUCH AS POSSIBLE!!! You will need the time and energy for future parts of the mission.

Start -> First Checkpoint -> Second Checkpoint
You can either avoid the Goblin Humanoids or fight them, depends on the party.
Be careful not to hit the barrier spikes along the way, since they reflect damage (OMG HAX)

Second Checkpoint -> Third Checkpoint
Avoid battles as much as possible. Proceed with caution, as monsters here can and will completely break through mana shield with a single critical hit attack.

The Checkpoints, in order.

[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/201210221008084a542.jpg]


[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/2012102210080831687.jpg]


[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/201210221008080a8c1.jpg]


Intermission:
the helper NPC disappears to retrieve the hostages, and the players must prepare for battle.
Instant aggro and multiaggro, so any form of close combat is extremely dangerous. NO PLAYER BUT an archer should be fighting this battle. Make sure that other players are ready to assist if the archer misses.

[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/20121022100808e8e42.jpg]

I DARE you to rush in there. As a side note, look at the ogre on the right, that was hit with a single, initial crash shot attack. Notice how its HP does NOT move.

When monsters are all eliminated, the mission moves to Part 2

Part 2:
Monsters will continue to spawn, every 30 seconds. To ambush the group. Their number is around 10. When monsters spawn, the hostages will not move. Remember that the mission will fail if all hostages are killed. Be wary that you should have a party that's able to take out the monsters quickly, as if the monsters are not killed, a fresh group spawns in 30 seconds.
Hostages will only walk, and the difficulty of this mission stems from the fact that once they are stuck on an object, it's hard to get them unstuck.
There are two possible routes. Route through the center, fountain area, which is faster, but has a higher possibility of monster spawning in an unreachable area. (You must clear monsters to proceed)
Route around the fountain area, which is safer, but is longer (hence, more monster spawns). In KR servers, going around the middle area has a chance for a large number of monsters to spawn at once. Currently, this seems to be a bug, but when this happens, it's almost a given that the mission fails. (Players report a large number of Argos spawning all at once)

Map of the 2 Routes:
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/2012102306232939b7f.jpg]


The mission is complete when the last hostage reaches the boat area.

Recommendation: At least a full party with each member reaching beyond Level 3000+. Recommended to have a party that has members specializing in more than one field of combat.


Secret of the Scathach Cave
Recommendation: At least one Powerful Archer and Fighter. At least 5 players of Level 3000+, specializing in a specific field of combat. Mages are not recommended due to fast detection.
Arguably the simplest and the easiest of the three missions. But don't let your guard down!!
Very similar to SCC, in the sense that you must defeat one wave of monsters before moving on to the next wave. Monsters include

Blue Blind Crab, Cave Centipede, Cave Bat - Weak attacks, but crazy detection range. Archers should take these waves
Turtles - LOLWUT (No specific strategy)
Pirate Skeleton, Cave Sahagin Mage/Fighter/Warrior - High HP and fast detection. Be careful not to get multi-aggroed
Merrow - Final Boss
Summons Sahagins Regularly
Cannot be damaged initially. Must kill Ghosts (that summon along with her) to actually deal damage. She will turn red to let you know that she is vulnerable
Has three attacks: Normal Attack, Wave, and Water Pillar.
Wave and Water Pillar can be sealed using Fighter's Sommersault Kick

Spawn Pattern:
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/2012102404073484bb2.png]


Note: Ice Dragon will only spread monsters, so don't try it here. Focus on Merrow, and this mission will be cleared before you know it


Abb Neagh Convoy Accompaniment
High leveled mission, which is recommended to have a full party, because KR players reported frequent disconnection upon entering this mission.
Very similar to the convey event. (Must I explain more?)
Spawns are usually a group of 30 monsters.

First Wave: Green Horn Cobra, Transparent Imp, Gold Kiwi
Remember Gold Kiwi is harmed only by melee attacks, and have crazy HP/defense

Second Wave: White-haired Llama (wtf?!), Small-horned gnu, Plateau Wild Boar

Third Wave: Wild Horse (?), Big-horn Gnu, Black Buffalo

Fourth Wave: Dingo, Coyote, Wild Dog, Jackal

Fifth Wave: Elephants, Jackal, Coyote, Alligator, Blinker

Sixth Wave: Head Hyena, Gremlin, Red Lynx

Seventh Wave: Black Leopard, Sheep Wolf, Red Lynx

Eighth Wave: Giant Female Hornet, Red Spider Wasp, Red-eyed Ornata Spider

Ninth Wave: Giant Golden Spider, Giant Fire Sprite, Light Gargoyle
Be wary that being pushed too far from the cart; you will fail if this occurs. The Golden spider is notorious for doing this. Must also be careful of Fire Sprite's firebolt.

Last Wave: Blinker, Giant Female Hornet, Green Sarracenia, Gorgon, Red-eyed Ornata Spider

Spawn Pattern:
[Image: http://mabinogi.gameabout.com/uploads/mabinogi/info/201210240449417102e.png]


For this Mission, you should stick to a specific strategy, depending on your combat style.

Archer: Crash Shot spam. Major attacker
Lancer: Lance Charge to cut defense (wut?!), and windmill for damage
Puppeteer: Crisis to pull mob to a group
Mage: Predict the monster spawn, and go ahead to charge magic (Lol, mages can't really help otherwise)
Fighter: Spinning Uppercut to break defense/protection. Later on in the mission, the monsters spawn further spread apart where fighters become useful for taking on monsters that were not affected by Crisis (If used)

PM me with any questions, or changes that should be made for this guide.
Have fun~
  • Enhalo wrote on 2012-11-05 19:52
    "You must spread some rep around before giving to Chihaya again."

    Awesome translation, thank you so much :D
  • Kayate wrote on 2012-11-05 19:59
    I really hope the rewards are as generous as you say. I don't want to end up doing all this and get some dumb arat crystal lol....

    Anyways pretty awesome of you to translate this for us.
  • Mentosftw wrote on 2012-11-05 20:12
    Merrow finally gets some love!
  • Tropacat wrote on 2012-11-05 20:33
    I hope the rewards make it worth it instead of getting adv-magic crystals
  • Minatou wrote on 2012-11-05 20:36
    Thank you! c:
    Also glad to hear lancers are useful in the last mission. I still don't get the
    "Lancer: Lance Charge to cut defense (wut?!)"

    Lol. Well, hopefully I'll have nuff str and a nice amount of dex for these Lord missions c:
  • Iyasenu wrote on 2012-11-05 22:48
    Sounds like a lot of "Be Archer/Fighter Or Go Home" stuff. :[


    Is magic really as bad in these missions as this stuff is making it out to be?
    If so, what a SHAME.
  • Q wrote on 2012-11-05 23:29
    boo. magic being hated on again. :C
  • Sapphireoath wrote on 2012-11-06 00:09
    Generally speaking, mage skills SUCK here, due to fast aggro and huge detection range, along with the fact that most monsters are resistant to Ice Spear


    Fuck you Nexon :(

    Edit: I wouldn't even use Ice Spear =/ I only use it as far as HM, Elite I'd rather use my more powerful Thunder/FB
    As all of the Lord missions wouldn't be done solo anyway, Mage will probably be about the same like in any party SM :P
  • Chihaya wrote on 2012-11-06 02:46
    Quote from Minatou;975953:

    I still don't get the
    "Lancer: Lance Charge to cut defense (wut?!)"


    Apparently, Lance Charge, in KR Mabi, cuts monster defense O_O

    Quote from Tropacat;975951:
    I hope the rewards make it worth it instead of getting adv-magic crystals


    According to the playerbase at the moment, the most common rewards seem to be the 8-9cm gems. That seems to be "the worst reward".
    Other than that, there's a fairly common chance of Lord Mission-exclusive enchants and Demonic Equipment Material

    Quote from Iyasenu;976025:
    Sounds like a lot of "Be Archer/Fighter Or Go Home" stuff. :[
    Is magic really as bad in these missions as this stuff is making it out to be?
    If so, what a SHAME.


    Pretty much... Because of the nature of the monsters, it's really REALLY hard to actually take any more than 3 monsters at once, at any given time. Mages, who needs to charge magic, will suffer greatly, because as SOON as they come into a range distance where they can shoot their magic, monsters already aggro'ed and is charging at them.

    Quote from Sapphireoath;976064:
    Fuck you Nexon :(

    Edit: I wouldn't even use Ice Spear =/ I only use it as far as HM, Elite I'd rather use my more powerful Thunder/FB
    As all of the Lord missions wouldn't be done solo anyway, Mage will probably be about the same like in any party SM :P


    All Lord missions have a party size limit of 5-8 players, and is limited to 1 hour. You need to have a group of people who know what they're doing, and do it FAST.

    Just as a reminder. the "Rescue Belvast Hostages" Mission...
    If you can't clear the 10 monsters within 30 seconds REGULARLY, you're literally FUCKING SCREWED
  • dragy148816 wrote on 2012-11-06 02:59
    Well, Nexon certainly put a ton of emphasis on archers, if what the post says is true. Now i'm thinking of doing archer after knight instead of fighter after knight. -sigh- might as well max out my entire combat tab first, before I do anything else.
  • Chihaya wrote on 2012-11-06 03:07
    Quote from dragy148816;976145:
    Well, Nexon certainly put a ton of emphasis on archers, if what the post says is true. Now i'm thinking of doing archer after knight instead of fighter after knight. -sigh- might as well max out my entire combat tab first, before I do anything else.


    Gotta realize, though, that being an archer with r1 everything isn't going to cut it.

    You need to have hax reforges AND endgame equipment for archers to actually be useful. All the monsters here have over 10000 HP each, and have crazy protection.
  • Aubog007 wrote on 2012-11-06 03:35
    I better not NEED reforges when this comes out.

    Else i will be pissed, that a level 2-3k with bought gear is more effective than a level 10k who doesn't reforge.
  • dragy148816 wrote on 2012-11-07 03:29
    Quote from Chihaya;976153:
    Gotta realize, though, that being an archer with r1 everything isn't going to cut it.

    You need to have hax reforges AND endgame equipment for archers to actually be useful. All the monsters here have over 10000 HP each, and have crazy protection.


    Yep, screw it, I'm just gonna do what i originally planned to do: grandmaster warrior --> master knight --> master fighter --> master archer --> ??? --> profit.
  • Juno wrote on 2012-11-07 06:23
    This is why I didn't want reforges @_@.

    Now 'endgame' content has to take them into account, meaning you need decent to good reforges everywhere just to qualify...meaning that if you don't shell out tons of NX, you may as well not try.

    Then again, perhaps the stat boosts from the talent system will offset it somewhat...maybe...>_>