Pioneers of Iria – Fields

February 11, 2009 at 6:22 pm 6 comments


Iria is a new continent vastly larger than the current continent of Uladh. The main difference between Uladh and Iria is that there are considerably less towns and all areas are teeming with wildlife and littered with relics. Due to its large size, there is lots of opportunity for players to discover treasures, however travel will take much longer and use of horses and Iria-specific methods of transportation is highly recommended. There are three main areas: Rano, Connus, and Physis.

There are animals all over Iria fields. Some are highly aggressive like forest spiders in Karu Forest, while some are passive and will run away if attacked, such as kiwis in Kaypi Canyon. Many animals have titles after their names which modify their stats and exp, similar to advanced dungeons. Most Iria fields have field bosses that are similar to their native species. There are giant field bosses which spawn occasionally and will be discussed below.

There are also numerous landmarks scattered across each region. Visiting all landmarks in each area will reward you with an Explorer title for that area. If you die in Iria, you will have the option of spawning at the last landmark you visited, unless you have not visited any landmarks, in which case you can revive at the last town. Normally, you will not be able to revive at the last town.

Some unfortunate things about Iria is that it does not have background music. You also cannot use camp kits except in Physis and Metos in northwest Connus. If you use a camp kit in Physis, it will appear as an igloo.

Arriving from Uladh

There are two ways you can journey to Iria. The first is to travel by sea by boarding a boat from Port Ceann. You may buy boarding passes for 100g at both piers. With the implementation of Iria, you will be able to enter Port Ceann freely without having to do the quest beforehand.


Another method is to use the ‘Continent Move’ option from the system menu (the Celtic knot button at the lower left corner of the screen). This command allows you to move from Uladh to Iria (or vice versa) in a one-way direction once every 12 hours. It is renewed at noon and midnight every Mabi day. Travelling from Uladh to Iria will always bring you to Base Camp if you are human, Filia if you are an elf or Vales if you are a giant. Moving from Iria to Uladh will place you at the first place on the following list that you have visited:

  • Dunbarton, Bangor, Port Ceann, Tir Chonaill, Emain Macha

It is possible to return to towns from anywhere in Iria quickly by using this function at 11:50 to move to Uladh, then at 12:00 to move back to Iria. This is helpful for finishing some exploration quests, but not the lost elf quest in Connus. You can also bring friends along via horses when using continent move.


New human players are given the option to start in Base Camp (Iria) instead of Tir Chonaill (Uladh). The training grounds will be similar, but with a different set of beginner quests which have an emphasis on exploration and will be more difficult than the Uladh one. If a new player that has not visited Uladh before, they will be moved to Tir Chonaill when they use the continent move command. Players may also rebirth in Rano and still receive a fixed dye from the guide. Elves and giants will always start in their respective towns and have their own set of beginner quests.

Rano, the Frontier of a New Land


Rano is about the same size of Uladh, if not a bit larger. It is bounded by the coastline upon which Port Qilla is situated, the Nubes Mountain to the north and Lutra River to the east. Across Lutra River is the elven area of Connus, while beyond the Nubes mountain is the giant area of Physis.


Rano is composed of seven main areas:

  • Port Qilla: The port of arrival for ships that set sail from Uladh’s Port Ceann.
  • Base Camp: The sole settlement in Rano. In addition to your everyday needs, this is one place where you can obtain exploration quests.
  • Nubes Mountain: A stretch of mountains along the northern edge of Rano, separating it from Physis.
  • Maiz Prairie: A vast grassland on the northern side, home to Maiz Prairie dungeon and the prairie dragon.
  • Kaypi Canyon: A series of cliffs separating Maiz Prairie and Muyu Desert. Home to kiwis and the desert dragon.
  • Muyu Desert: A barren desert which is the largest area in Rano. Essential to various exploration quests as well as final hit quest. Home to sandworm.
  • Karu Forest: A dangerous forest enclosing the popular Karu Forest dungeon. Mushrooms may be gathered here at night.

Base Camp is a small settlement built to aid humans who are interested in exploring Iria. Alexina will help you with exploration tools, Effie is Rano’s Simon, and Nicca is a weapon shop owner with a great crossbow mod. Heulfryn is the resident healer, who is extremely useful because he gives holy water for part-time completions. It is possible to get twice the number of holy water per day by alternating between his part-time (wool collection) and Kristell/Endelyon’s using continent move, since they count as different types of part-time job.



Located south of Muyu Desert and accessible via Karu Forest is the fishing boat. To be allowed on the boat, you must equip the Aspiring Sailor title and talk to Myrddin. You can also bring a friend if they are on your horse. While you cannot catch quest scrolls, there will be plenty of item and treasure chests. Opening these chests may spawn monsters, although this might be implemented in G7 or later. Various types of seafood for cooking and tailoring can also be obtained here.

Connus, the Elven Desert


Home to the elves, Connus is predominantly desert and is located east of Karu Forest. A bridge must be created to Nales Plateau via a quest in order to link these two areas. A nonunique title will be rewarded to those who complete it. The elven town of Filia is located to the northeast of Longa Desert. There are also no hidden treasure chests in Connus. However, use of the L-rods of cool and warm wind fairy will enable you to change the shape of the landscape, revealing hidden relics or an entrance to the underground maze.


Connus is composed of six main areas:

  • Filia: Elven hometown heavily guarded by archer guards. There is an oasis in the middle, but you cannot fish there. Useful for refiners due to furnaces that have lower success rate.
  • Elans Valley: One of the few non-desert areas in Connus. Situated northwest of Filia. This is also where you exit from the underground maze.
  • Longa Desert: The majority of Connus is covered by this vast barren desert. The entrance to the underground maze is located where there are sandstorms in the region. Home to Longa Desert dungeon and Ifrit.
  • Lupes Desert: Located in the northwest of Longa Desert, the peculiar part of the desert scattered with rocks. It seems lost elves have been trapped here.
  • Nales Plateau: The bridge to Karu Forest in Rano spanning the Lutra River can be found here.
  • Metos Canyon: Located in the westernmost part of Connus, it is a dangerous place full of powerful undead monsters that only appear during night, including Arch Lich. Be careful when entering this area. You may use camp kits in some parts of this area.

The maze underneath the desert is an important area for explorers. It is highly suggested that you enter with a party. More information will be given in the next section.

Physis, the Snowfield of the Giants


Accessible via the underground tunnels through Nubes Mountain in Rano, Physis is a frigid place covered in snow and trees. It is home to the giants, who reside in Vales. L-rods of the snow fields must be used here to find relics unique to this area.


Physis is composed of six main areas:

  • Vales: Hometown of the giants patrolled by guards. Par dungeon is northeast of the town.
  • Balba Basin: Snowstorms sometime envelop this area in northeast Physis.
  • Serra Coast: Located in the west, it is a series of snow-covered cliffs. You can’t actually go to the sea from here.
  • Reus River: A river that flows through Physis. Giants can create holes for ice fishing, however they will freeze over time.
  • Runai Valley: Situated in the southeast, it is a warmer place with the only river that is not frozen over.
  • Silva Forest: A forest in the south part of Physis. It seems you cannot enter it.

The giant field bosses Mammoth and Yeti appear at random locations around Physis. There are two underground tunnels leading from Rano to Physis with a stopover point outside at Solea, where there is a mysterious sun symbol in the field. These tunnels are similar to the underground maze in Connus and will be easier with a party. There are lots of treasures within these tunnels.

Methods of Transportation Within Iria

Iria is big and even with horses, it may take a while to get to your destination. Perhaps your horse may be low on summoning time too. There are two other methods of transportation specific to Iria that help you get around.


Mana tunnels are Iria’s counterpart to moongates. They operate when mana does not fill the air, namely from 6am to 6pm. During this time, you may travel from a mana tunnel entrance to any other entrance, so long as you have visited the destination and registered it on your map. Being a near a mana tunnel results in a mana regeneration rate of approximately 5 mp per second. This is great for training skills that require MP, such as healing. Note that pets will not receive this MP regeneration boost, even if the owner logs in as them.

There are 8 mana tunnels in Rano, 7 in Connus, and 5 in Physis, as shown below. It is advised that you seek and register all these locations.




Another mode of transportation is riding wild horses and ostriches. These free rides exist only in Rano. Giants cannot ride these because they are too large. They move in one direction only along set courses with specified stops. There are four routes in total:

  • Horse route #1 (Maiz west): brown/gray tailed
  • Horse route #2 (Maiz east): black-tailed
  • Horse route #3 (Muyu): white-tailed
  • Ostrich route #1 (Maiz/Kaypi/Muyu)


It is possible that your horse or ostrich may be attacked by animals when at a stop. Normally, they should be safe while moving. Riding all four routes will gain you a title.


If you look closely at the above mini map, you can see that there are some new buttons at the bottom right corner. You will be able to zoom in and out, as well as access the world map. This will be helpful for moving by selecting target location via the mini map. It can take upwards of 10 minutes to get from one area to another even by horse in areas such as Longa Desert.

Giant Field Bosses

There are numerous giant field bosses in Iria. Currently they are Desert Dragon, Prairie Dragon, Sandworm, Ifrit, Mammoth, and Yeti. They usually spawn every 12 to 24 hours in real time, but varies from 0 to 48 hours. Sometimes they spawn at certain times or days. You can get Fomor Alert Scrolls from monsters in the spawn area of the giant field boss or you can talk with NPCs about nearby rumours. If they are not killed fast enough, they will attempt to escape. This can be nullified via peaceful magical music.


Giant field bosses differ from regular monsters with some special properties:

  • They cannot be pushed back or knocked down by skills such as Smash and Firebolt. An exception is Yeti.
  • Ice Spear freeze effect does not work.
  • Their attacks cannot be defended or countered.
  • They cannot be damaged during certain skills, such as dragons’ flying attack.
  • They can damage surrounded monsters.

Finish privileges are given to the player who did the most number of attacks, pets included. Hence, it is recommended to use fast attacking weapons and pets. For the Yeti, finish rule is similar to normal monsters (first attack and amount of damage). Anyone who participates in the battle (does at least one hit) and stays within a suitable range will receive one item reward, in addition to experience when the boss dies. The item will be dropped by their character. Higher damage done to boss does not ensure a better reward.

Introduction <<    >> Dungeons

Entry filed under: Mabinogi. Tags: , , , , , , , , .

Pioneers of Iria – Introduction Pioneers of Iria – Dungeons

6 Comments Add your own

  • 1. Sora  |  February 11, 2009 at 6:58 pm

    Thx Ari !
    Your blog is so informative :3

  • 2. Tomoyakun  |  February 11, 2009 at 8:03 pm

    Great work Ari!
    : )

  • 3. Reverse  |  February 15, 2009 at 10:30 pm

    You type so professionally its always nice to read well researched spoilers. :]

  • 4. Mystickskye  |  February 19, 2009 at 1:20 am

    Thanks so much for the info on finish rules, I’d been wondering about that for a long time and it clears up a lot of things. One other question though, for the people who get an item for participating, are the item drops for them and the item drops for the finisher the same or different?

  • 5. Micchi  |  February 19, 2009 at 1:27 am

    @Mystickskye: I’m actually not too sure about that part. I’ve done some looking into it, but I’ve only seen one drop list for each field boss, which leads me to believe that it’s all the same. However, the finisher will get about 10-20k gold.

  • 6. Mystickskye  |  February 19, 2009 at 6:17 pm

    Thanks a bunch, maybe a dragon shield wouldn’t be too unplausible then…


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