Slot Combo General
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Slot Combo General Electric
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The Advancement Test Hall is an academy located in northern Emain Macha, surrounded by numerous evergreen trees.
- 12Combo Cards
Description
- Players who have rank 1 in particular skills can take a difficult test to qualify for an upper title rank that states you are skilled enough to pass a test on a certain level.
The following skills may be tested:
Combat | Combat Mastery, Charge, Counter, Defense, Smash, Windmill, Assault Slash, Lance Charge, Ranged Attack, Magnum Shot, Crash Shot |
---|---|
Magic | Firebolt, Icebolt, Lightning Bolt, Fireball, Ice Spear, Thunder, Lightning Rod, Healing |
Life | Tailoring, Blacksmithing, Potion Making, Hillwen Engineering, Magic Craft, Fynn Bead Burnishing |
Alchemy | Water Cannon, Sand Burst, Flame Burst |
Martial Arts | Charging Strike, Spinning Uppercut, Pummel |
Puppetry | Act 4: Rising Action, Act 6: Crisis |
Dual Guns | Flash Launcher, Shooting Rush |
Ninja | Shuriken Charge, Kunai Storm |
Chain | Death Mark, Spinning Slasher |
- Dan ranks require AP, and improve each skill in some way (Additional Stats, or skill effectiveness/damage).
- You will receive prefix titles for having Dan ranks.
- The prefix titles boost the positive effects of master titles.
Details
- The skill you are trying to advance must be Rank 1 in order to take the Advancement Test. You do not need to master the skill to take the test, however you do need to train the skill to at least 100 points.
- All skill training will be reset for a particular skill after each Dan rank achieved after rank 1.
- This means you must retrain a skill to at least 100 points between every rank past 1.
- All skill training will be reset for a particular skill after each Dan rank achieved after rank 1.
- Speak to the Advancement Guide, inside the Advancement Test Hall, to apply for a particular skill's test.
Applying for an Advancement Exam
- The cost of each test depends on the Dan rank.
Dan 1 | Dan 2 | Dan 3 |
---|---|---|
10,000 | 20,000 | 30,000 |
- Exams are available at the Advancement Arena every day at any time.
- To begin an Advancement Exam, speak to the Advancement Guide and choose the skill you wish to advance.
- To pass the exam, you use the skill being tested to score points.
- You may only pass one exam per day.
- This resets at 7:00am PST100.
- If you exit before the test ends, it will not count as a pass for the day.
- If you do not score at least A rank, it will not count as a pass for the day.
Taking the Advancement Exam
- After applying, you will be transferred into the examination room.
- You will role-play as your own character with an Advancement Outfit and specific weapons or tools.
- You will also retain your own character's skill ranks during the exam.
- Your stats inside the exam will be modified.
- The following are also unavailable during the exam:
- Titles
- Skills not permitted for the exam you are taking
- Potion Poisoning prior to entering the exam
- You may still get potion poisoning inside the exam
- Items
- You may still obtain items inside the exam
- Bonuses from Foods
- However this only applies to short-term food effects and not long-term temporary stat gain.
- When you exit the examination room, your experience points, skills, hot keys, and titles will be restored to their former values.
Tests
See below for specific information and tips regarding each test.
Tips
- If you die during a combat-related Skill Advancement Exam, you lose 100 points. After 10 seconds, you will automatically be revived with Full Recovery.
- The Defense exam is an exception, which will fail upon being knocked unconscious.
- Important: When doing an exam involving combat, you are assigned specific skills. They keep the ranks that your character has, so ranking them as high as possible will give you an extra edge in the test.
- If you do not think you will reach the grade of S or SS you need but earn enough points to at least obtain a grade of A, exiting before the time runs out will allow you to take the test again by avoiding the one success per day limit.
Passing the Advancement Exam
- In order to pass the exam, the player must score A-rank or higher.
- Dan 0 → 1 requires you get A rank once to rank it.
- Dan 1 → 2 requires you get S rank twice.
- Dan 2 → 3 requires you get SS rank twice.
- The number of Advancement Badges acquired also varies depending on Dan rank and grade.
- The scores required to meet a certain rank differ for each Dan and are listed below:
Rank | A | S | SS |
---|---|---|---|
Rank 1 → Dan 1 | 6000 | 8000 | 10000 |
Dan 1 → Dan 2 | 7000 | 9000 | 11000 |
Dan 2 → Dan 3 | 8000 | 10000 | 12000 |
Rank | A | S | SS |
---|---|---|---|
Rank 1 → Dan 1 | 1 | ||
Dan 1 → Dan 2 | 1 | 2 | 3 |
Dan 2 → Dan 3 | 3 | 4 | 5 |
Ability Point Usage
Dan Level | Training Requirement | AP Used |
---|---|---|
Rank 1 → 1st Dan | Pass an exam +100.00 (1/1) Participate in the graduating ceremony +1.00 (1/1) | 7 |
1st Dan → 2nd Dan | Pass an exam + 25.00 (2/2) Score an S rank or above in an exam +25.00 (2/2) | 10 |
2nd Dan → 3rd Dan | Pass an exam + 12.50 (2/2) Score an S rank or above in an exam + 12.50 (2/2) | 15 |
Titles
- A Dan title is a prefix that may be amended to a corresponding Master Title.
- It is possible to obtain a Dan title before the corresponding Master Title, but it may not be worn without wearing the Master Title.
- Prefix Titles are chosen from a secondary Title list in the Title selection menu.
Dan Level | Combat | Magic | Life | Alchemy | Martial Arts | Puppetry | Dual Guns | Ninja | Chain |
---|---|---|---|---|---|---|---|---|---|
1st Dan | The Stormborne | With Wisdom | Known Far and Wide | With a Hunch | Killer of 2 in a Single Shot | Puppet Whisperer | Completionist | Fleet-footed | Slasher of the Night |
Eligibility Certificates
- If you get all available skills to 3rd Dan for a respective talent, you can receive a Eligibility Certificate for that talent. Equip it to have a special idle animation when no weapons are equipped.
- Alchemy Eligibility Certificate: Talk to the Advancement Guide when all advanceable Alchemy skills are 3rd Dan.
- Combat Eligibility Certificate: Talk to the Advancement Guide when all advanceable Combat skills are 3rd Dan.
- Dual Gun Eligibility Certificate: Talk to the Advancement Guide when all advanceable Dual Gun skills are 3rd Dan.
- Martial Arts Eligibility Certificate: Talk to the Advancement Guide when all advanceable Martial Arts skills are 3rd Dan.
- Life Eligibility Certificate: Talk to the Advancement Guide when all advanceable Life skills are 3rd Dan.
- Magic Eligibility Certificate: Talk to the Advancement Guide when all advanceable Magic skills are 3rd Dan.
- Ninja Eligibility Certificate: Talk to the Advancement Guide when all advanceable Ninja skills are 3rd Dan.
- Puppetry Eligibility Certificate: Talk to the Advancement Guide when all advanceable Puppetry skills are 3rd Dan.
- Chain Slash Eligibility Certificate: Talk to the Advancement Guide when all advanceable Chain Slash skills are 3rd Dan.
Alchemy Eligibility Certificate's Pose
Combat Eligibility Certificate's Pose
Dual Gun Eligibility Certificate's Pose
Martial Arts Eligibility Certificate's Pose
Life Eligibility Certificate's Pose
Magic Eligibility Certificate's Pose
Ninja Eligibility Certificate's Pose
Puppetry Eligibility Certificate's Pose
Chain Slash Eligibility Certificate's Pose
Enchants
Slot Combo General Electric
- Rocket Arrow (Prefix; Rank 1): Obtained when all advanceable Life skills are at 3rd Dan.
- Designer (Prefix; Rank 1): Obtained when all advanceable Life skills are at 3rd Dan.
- Deadly Blow (Prefix; Rank 1): Obtained when all advanceable Combat skills are at 3rd Dan.
- Robin Hood (Prefix; Rank 1): Obtained when all advanceable Combat skills are at 3rd Dan.
- Intense (Prefix; Rank 1): Obtained when all advanceable Combat skills are at 3rd Dan.
- Encyclopedic (Prefix; Rank 1): Obtained when all advanceable Magic skills are at 3rd Dan.
- Sage Stone (Prefix; Rank 1): Obtained when all advanceable Alchemy skills are at 3rd Dan.
- Master of Martial Arts (Prefix; Rank 1): Obtained when all advanceable Martial Arts skills are at 3rd Dan.
- Will of Doll (Prefix; Rank 1): Obtained when all advanceable Puppetry skills are at 3rd Dan.
- Rapid Fire Maniac (Prefix; Rank 1): Obtained when all advanceable Dual Gun skills are at 3rd Dan.
- Wild Ninja (Prefix; Rank 1): Obtained when all advanceable Ninja skills are at 3rd Dan.
- Chained in Darkness (Prefix; Rank 1): Obtained when all advanceable Chain skills are at 3rd Dan.
Collect Advancement Badges by taking advancement tests. Bring them to the Advancement Guide once you have a Dan 3 skill to unlock the Combo Card Customization option. This allows you to add advanceable skills onto an existing Combo Cards.
- Windmill100
- Magnum Shot100
- Smash100
- Charge100
- Crash Shot100
- Lance Charge100
- Assault Slash100
- Firebolt100
- Lightning Bolt100
- Icebolt100
- Lightning Rod100
- Thunder100
- Ice Spear100
- Fireball100
- Water Cannon100
- Flame Burst100
- Sand Burst100
- Charging Strike100
- Spinning Uppercut100
- Pummel100
- Act 4: Rising Action100
- Act 6: Crisis100
- Shooting Rush100
- Flash Launcher100
- Kunai Storm100
- Shuriken Charge100
- Death Mark100
- Spinning Slasher100
Combo Card Values Per Slot
Slot Combo General Store
When re-rolling a combo card slot via the Advancement Guide, the slot selected will also gain a new damage value. It will roll randomly up to the max of that slot, meaning it can be lower or higher than the initial roll gained, following the below table:
Slot | Cumulative Max | Slot Max |
---|---|---|
1 | 0% | 0% |
2 | 10% | 10% |
3 | 22% | 12% |
4 | 37% | 15% |
5 | 57% | 20% |
6 | 87% | 30% |
Local NPCs
NPC | Occupation | Location |
---|---|---|
Advancement Guide | Advancement Test Coordinator | Advancement Test Hall |