[G11S2] Personal Bound Enchants

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Soluna

[G11S2] Personal Bound Enchants

Post by Soluna »

Some of you may know about these enchants already, and some might not because it was not really mentioned by Nexon's update listing. But with the G11 Patch, Personal Enchants are added into the game now. These enchants are basically a more powerful version of the old existing enchants and require less activation restriction but at the price of being personal bounded (Not pet-able, Personal Bank Tab bank-able, Not trade-able) with repair fee increase. Personal bound enchants cannot be traded, and the items enchanted will become personalized (No trade), so you really won't see much people selling these enchants unless Nexon introduce the NX cash item Potion of Personal Cancel (which they haven't yet...). Have no worry about enchanting these enchants though because you can use enchant entrust and if the enchant is successfully enchanted, the item will be bounded to the requester and not the enchanter. Now let's take a look at these personal enchants and see if they are really "good" at all:
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Format:
Foreign Name of Enchant -> US Name of Enchant
Enchant Position / Prefix or Suffix / Rank of Enchant

Effect: Effects of the Enchant

Replaces: Replaces which Current Enchant
Location: Where to Find the Enchant

Memo:
My View/Opinons

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Circular -> Round
Headgear / Prefix / RA
Effect:
Critical Hit +5%
Critical Hit +5~7% When Combat Mastery is R9+
Repair Fee x2
Personal Bound

Replaces: Blunt/Stiff
Location: Barri Adv for 8

Memo: at the worst chance you will only get a +10%
critical hit, and if lucky up to +12% critical hit which
is better than Stiff or Blunt. The removal of needing
Giant Alliance for blunt is a plus for the Elves and
Humans who supports Elves or like being Neutral.
Only downside is the downside of all the Personal
Enchants having repair fee increase and not being
able to trade, this enchant is definitely a plus.
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Dignity -> Dignified
Handgear / Suffix / R9
Critical Hit +5~7%
DMG Balance +10~12%
MP -5
Repair Fee x2
Personal Bound

Replaces: Elegant
Location: Runda Adv for 8 / Runda Adv for 8 HM

Memo: Compare to Elegant which -20MP, this
enchant certainly is better. In regards to critical hit,
the best scenario is better as well. However, this is
a R9 enchant, where Elegant is only RA. Perhaps
a good ideal would be to use Elegant as stacker then
use Dignified if you ever need the additional 2%
critical hit.
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Origin -> Fundamental
Light Armor / Prefix / R5
Str +7
Int +7
Dex +7
Critical Hit +6~12% R1 Critcal Hit
Critical Hit +6% Maiz Ruin Title Used
Enchant Regardless Rank
Repair Fee x2
Personal Bound

Replaces: Principle
Location: Peaca Basic

Memo: Mmm, more critical hit enchants. Compare
to Principle, the best situation for Fundamental is
certainly better in terms of the best scenario.
However, in terms of the worst scenario, Principle
will add more critical hit:
Principle: +16 and + 2 from title
Fundamental: +12 and +3 from title
There is a saving grace for Fundamental in this case
is that the Maiz title gives +30 Str. Considering the
difficulty in trying to obtain this enchant and the
randomness of the effect, this is one enchant you
might think more about if you are going for the
critical hit bonus.
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Notion -> Conceptual
Heavy Armor / Prefix / R6
Str +5
Int -10
Will +20
Max DMG +8~14 R1 Combat Mastery
Max DMG +5 Maiz Ruin Title Used
Enchant Regardless Rank
Repair Fee x2
Personal Bound

Replaces: Basic
Location: Snow Crystal Par

Memo: There's no doubt about it that this enchant
is way better than Basic in the best case scenario.
The removal of the need to use the Combat Mastery
title give you access to the +12 Damage title which
greatly increase you damage in wearing heavy armor.
The difficulty in obtaining the enchant is not too bad
either since Par Snow Crystal is not very difficult like
Peaca Basic.
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Horn -> Horn
Weapon / Suffix / R5
Max DMG +12
Dex +8~14 RA Herbalism
Str +8~14 RB Herbalism
Repair Fee x2
Personal Bound

Replaces: Spike
Location: Fiodh Intermidate for 4

Memo:
There's no doubt that this is the best 1 hand weapon's
suffix enchant. +12 Max DMG and +up to 14 Str that
only need RB Herbalism. In the suffix 1 hand weapon
category, the top 3 comes to mind are Spike, Caliburn,
and Horn. Strictly damage speaking, Horns is the best
and Caliburn is the worst. However, Caliburn give 10%
critical hit and is much less risky to enchant than the
other two but at the cost of Repair Fee x10. Strictly
speaking, all 3 suffix are great to use it really boils
down to which do you prefer, more critical hit or
more damage and what you can afford.
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Composer -> Composer
Footgear / Prefix / R7
Critcal Hit +3~5% R9 Composing
Critical Hit +4% R8 Music Knowledge
Dex -10 below R9 Instrument Play
Damage Balance +5%
Repair Fee x2
Personal Bound

Replaces: Musician/Virtuous
Location: Rabbie Adv for 8

Memo: Ah, the composer enchant. Yes, it is another
critical hit enchant and is less demanding to obtain
than the Musician. Giving up to 9% critical is certainly
a plus, but being R7 is not. In the easiness of
enchanting, Virtuous might be the easiest if you can
efficiently do the cooking dungeon. If you already
have the Musician boots, you might think about
taking your chance with Composer. Most people
will probably go with Quick (Fleet) enchant on their
boots for damage though.
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Willow -> Wyllow
Melee Weapon / Prefix / Rank 6
Critical Hit 10%
Min DMG +2 Defense R9
Max DMG +3~6 SmashR1
Max DMG +3~6 Counter AttackR6
Stamina -70
Enchant Regardless Rank
Repair Fee x2
Personal Bound

Replaces: Cypress
Location: Peaca Basic

Memo: This enchant... is very powerful... At the
best scenario, even the Goddess Enchant have to
stand aside. +10% critical hit and +12 Damage is just
too much, Shadow Hunter doesn't even come close in
comparison. Combined with Caliburn or Horn, you
will have yourself a very deadly weapon. With that
being said, where you can obtain the enchant is not
exactly peace of cake. And the enchant risk is certainly
a worry as well if you do not wish to use NX.
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Necormancer -> Necormancer
Twohand Weapon / Prefix / R6
Str +35~42 R1 Combat Mastery
Str +18~22 R5 Final Hit
Str +20 R5 Windguard
Dex -15
Enchant Regardless Rank
Repair Fee x2
Personal Bound

Replaces: Rich (Lich)
Location: Math Adv for 8

Memo: This replacement enchant is really for the
Giants. Because Giant do not have Final Hit and thus
they can not use the Rich (Lich) enchant to its full
potential. Nothing much to say of the enchant
otherwise as it is definitely better in best scenario.
However, it is a small decrease in Str for humans
at the worst scenario.
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General -> General
Shield / Suffix / R8
Critical Hit +2~5% R5 Counter Attack
Protection +1
HP+10~16
Int -5
Repair Fee x2
Personal Bound

Replaces: Marshal
Location: Alby Adv for 1

Memo: The plus protection is okay, as for the plus
critical hit, the Adamant enchant or the Unfamiliar
enchant will give more. Considering the rarity of
Alby adv for 1 pass, this is not exactly a great
enchant.
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Whitehorse -> Whitehorse
Cloth / Suffix / R7
Luck +20
Min DMG +3 RC Animal Taming
Max DMG +5~7 R9 Animal Taming
Repair Fee x2.2
Personal Bound

Replaces: Wild Boar
Location: Ciar Advanced for 3

Memo: Clothing finally receive love from damage
enchants for the first time. There are really no
damage enhance enchants for clothing previously, so
this enchant is definitely great. The +20 Luck bonus
is also another great bonus. the Repair Fee problem
is simply solved by enchanting the enchant on to
a Newbie Cloth where your repair fee will only be
2 gold per point. Combined with the powerful
accessory and the extraordinary enchant, this will
give you more max damage than an ancient
darkness light armor.
Ancient Darkness + Stout (Confident) Earthquake: 27 + 14 DMG
Extraordinary Whitehorse + Stout (Confident) Earthquake x2: 14 + 28 DMG
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Nobility -> Nobility
Ranged Weapon / Prefix / R7
Critcal Hit +8% Level 25+
Max DMG +5~7 RB Mana Shield
Max DMG +6~8
Str -20
Repair Fee x4
Personal Bound

Replaces: Glorious
Location: Longa Mysterious Arrow Ruin

Memo: In the worst case, it is a Glorious enchant
with more repair fee. In the best case, it is probably
the best prefix damage enchant for bows. Combined
with Caliburn on a wing bow will give you a decent
damaged critical hitting bow.
36 Max / 86 Critical Hit
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Summary: Some of the enchants are definitely more powerful and useful. For the armor/clothing enchant, most likely people will be upgrading them, so the personalized restriction is not a problem. For the other armory gears, as long as you have enough space, it should be a problem as well. However, the most problematic issue probably will be dealing with the weapons, as people often transfer weapon between the characters. That being said, it is certainly okay if you want to make a pair of Wyllow Horn Broad Sword, or even War Swords.

**The Previously Mentioned Potion of Personal Removal will make the item trade-able, pet-able, bank-able. However, it will become character bounded again when it is equipped (To whoever equipped the item), and you will receive warning that the item's personal cancel effect will disappear when you do so. In addition, an item can only be personal removed 8 TIMES, after items you cannot use the potion on the item anymore.
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