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Mabinogi
Finding me
The game uses a combination of servers and (unlike DFO,
general-purpose) channels. I should always be on Alexina, and am
generally in channels 6 or 7.
Characters
(The physical age of characters in
this game is subject to change, and thus height and state of
puberty may not remain consistent. My characters will usually
retain their sex, but appearance can be pretty variable.)
> Danaotken
Last update: January 1, 2013
Age: usually 10-13, currently over 20
Guild: Equestria (able to accept members occasionally)
Focuses: Currently training in unarmed combat, shapeshifting, and
hauling goods for profit. Not very good at either fighting or
support; my goals are long-term.
Preferred nonhuman forms: Wild horse, black and white cat, chest
mimic (hoping to attain unicorn for guild solidarity, but it'll be
quite a while)
Abbreviated "class" and skill list (more or less accurate at update
point, Skill ranks go Novice->F to A->9 to 1->Master):
- Merchant (Wise)
- Commerce Mastery (1): Increases the reward for hauling
goods to places they're in demand. Useless if you don't know
what you're doing, very useful if you do.
- Gold Strike (4): A very strange combat skill known among
bankers, which takes advantage of the density and weight of
gold to turn coins into a combination of shot put and
fragmentation grenade. Intended for rich people who can't be
bothered to learn to defend themselves, and would rather
just throw money at all their problems. As it's been
convenient to learn, and its damage isn't based on a
character's power level, this is my usual go-to when I need
a ranged "assassination" technique.
- Adventurer (Apprentice)
- Rest (E): Improved health and stamina regeneration while
resting. Can somewhat ameliorate hunger. Unlike healing
potions and spells, enough rest can substitute for actual
first aid.
- Transformation Mastery (B): Shapechange into any species
you know well enough and use the base physical abilities of
your new form. Provides minor enhancements based on the
skill and your form. At the highest ranks, can also copy
NPCs.
- Close Combat (Apprentice)
- Combat Mastery (9): Increased melee damage across all
forms of close combat and health.
- Defense (B): Active blocking. Offers some protection
against ranged attacks and can help break up enemy attack
chains.
- Evasion (E): Occasionally allows precisely timed movements
to avoid some ranged attacks and spells. If you can get the
timing down, and if nothing hits you while you're doing it,
and if you're lucky.
- Counterattack (8): Stamina-draining, immobile state in
which opponent's attacks can be perfectly parried and
partially turned against them. Cheapest to use when fighting
unarmed, good against normal and Smash melee attacks.
- Smash (7): Heavy, slow attack. Good for knockdowns if you
can get it off, and can penetrate opponent's use of Defense.
Also good as an opening shot against enemies with advanced
skills which let them break up your attack chains.
- Critical Hit (8): Extra damage when getting one off.
Synergizes well with Gold Strike - merchants have Luck as
their main statistic.
- Windmill (C): Area of effect melee attack (when unarmed
includes sweeps). Can hit multiple targets, targets your
character doesn't even know are there, and can't be
Countered. Tricky to train, though, and very tricky timing
for its best uses. There are a very few things out there
which can only be fought effectively using this, as
well.
- Assault Slash (C): Further hurting enemies which are
currently knocked down. Good distance-closer, as well.
- Blunt Mastery (B): Extra damage when using a blunt weapon.
(Combat while transformed counts as this rather than unarmed
combat, due to the tool you need equipped to transform.)
- Martial Arts (Novice)
- Knuckle Mastery (7): Increased damage and balance
(resistance/recovery from attack and knockdown) while
fighting "unarmed". (Yes, the game uses "knuckles" to ensure
you still need a weapon. You don't need a good or expensive
weapon, though.) This combat type works best for extensive
punishing of a single opponent, at close range.
- Mage (Amateur)
- Magic Mastery (A): Increased facility with spells and
attunement to mana.
- Icebolt (B): Throws fast shards of ice with significant
kinetic impact and penetrating power. Can store multiple
charges of this spell, so can be used to stop enemy charges
or temporarily keep a foe off balance.
- Ice Mastery (D): Increased percentage of effectiveness
with ice-based spells.
- Lightning Mastery (F): Increased percentage of
effectiveness with lightning-based spells.
- Lightning Bolt (F): Throws ball lightning which can be
adjusted (by repeated casting) to divide its charge among
multiple targets. Unpredictable. Can also trigger the same
spell as held by a nearby ally, allowing synergy with other
casters.
- Fire Mastery (D): Increased percentage of effectiveness
with fire-based spells.
- Firebolt (C): Throws a fireball. Not mana-efficient due to
needing to maintain and physically move the fire. The spell
can be held (and its power increased with repeated casting)
until used or mental focus is lost.
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