Titles · Published 2026-09-03 · Updated 2026-10-02 TW live

Which content actually gives titles worth wearing?

✍️ Alice・愛麗沙

Hand-drawn cover: three standing stones of unequal height in a row, the middle one carved with an upward-pointing arrow
Original illustration by this site
Quick answer

This page describes the Taiwan server — there is no official English service, so English pages here show Taiwan’s data and say so. All 153 obtainable titles come from six kinds of content, and the distribution is lopsided: achievements alone hand out 74, more than the other five combined. But count and value run in almost opposite directions. Dungeons issue the fewest of the serious groups — 29 — and own the equip ceiling outright: the best single dungeon title is worth roughly 188 combat power, against 89 for the runner-up. Collections look generous at 31, until you notice that all 15 of its permanent hold effects are companion titles for natively-Epic pets, and those pets come only out of a paid box — that half of the group is not free content, it is a storefront. Practical conclusion: dungeons are the only content worth rescheduling your evening for. The other five arrive on their own.

Correction 10/2: the counts in the prose below are a pre-audit snapshot. As of 2026-10-02 Taiwan can obtain 153 titles: achievements 76 · dungeons and raids 28 · collections 23 · quests 10 · exploration 8 · life skills 6 · cash-shop packages 2. The earlier figures counted six pets Taiwan does not sell, three Emain Macha titles and four Paladin-chapter titles as obtainable on TW. The dungeon group still holds the equip ceiling (~188, Glas Ghaibhleann Very Hard — TW opens it 10/5), but the runner-up is now Fashion Muse at 125, not ~89. And the “condition unknown” title (Kind) is documented after all: Nexon TW’s sprout-adventurer guide (3474948) — help a sprout adventurer clear any dungeon, abyss, raid or hunting ground; on TW its equip effect is LUCK +25, WILL +25, Healing +25. The tables on this page are recomputed at build time and already show the current numbers.

Update 9/14: Taiwan’s 9/9 update log (thread 3541097) added titles to several of the six sources; the per-group counts in this article are a pre-update snapshot, so read them as lower bounds. Achievements: 班克爾的英雄 (Bangor regional goals, holds a passive effect as well as an equip effect), 照亮幽深地底之人 (first clear of the new Abyss Black Hole per hunting ground, also a passive), 惡息者剷除者 (last hit on the new Cloud Wasteland field boss — there are now four field bosses), plus the Lightning Mage class-title line. Quests: 曠野的救世主 (Goddess Descent chapter 2). The grouping conclusion is unchanged — dungeons still own the equip-slot ceiling; the only new title worth a detour is the Abyss Black Hole one (passive effect, unlimited entries).

Six sources, one table

Content typeTitlesWith passiveBest equip effect
Achievements (auto-granted)7628≈106
Dungeons, Abyss and raids2810≈188
Collections and codex239≈125
Main and side quests101≈54
Exploration and area goals84≈5
Life skills61≈24
Shop and paid packages20≈28

Taiwan-obtainable titles counted by the database’s own acquisition classification. The last column is the best single equip effect that content type offers, in approximate combat power.Titles

The same counts as a bar, because the shape is the argument:

Titles handed out per content type
Titles handed out per content type Bar chart with 7 categories. Highest Achievements (auto-granted) 76; lowest Shop and paid packages 2. The same figures are listed in full in the table. Achievements (auto-granted) 76 Dungeons, Abyss and raids 28 Collections and codex 23 Main and side quests 10 Exploration and area goals 8 Life skills 6 Shop and paid packages 2 Achievements (auto-granted)76Dungeons, Abyss and raids28Collections and codex23Main and side quests10Exploration and area goals8Life skills6Shop and paid packages2

The grouping is not ours. Every row in the title database carries its own acquisition classification, and the table simply adds them up at build time, which is why the numbers here move when the catalogue moves — the zh edition of this article was written when the total was 160.

Read the three columns together. Count tells you how often that content type hands out a title. With hold tells you how many of those are permanent assets: a hold effect applies the moment you qualify, needs no equip slot, and is shared by every character you own on the server. Best equip effect tells you how large a single title from that content can make your one title slot — the site converts the stat line to approximate combat power so six different stat vocabularies can be compared at all.

Column one and column three barely agree on anything. That disagreement is the whole piece.

“Achievements” is a junk drawer, not a content type

Seventy-four titles sit under achievements — half again as many as the other five categories put together. And the number tells you almost nothing, because an achievement is not a kind of content in this game, it is a delivery mechanism: any counter that ticks over a threshold can pay out a title.

So the 74 hold at least four unrelated things. Fifty-four of them are the per-class level line — an unlock title, a level-45 title and a level-65 title for each class, and with 20-plus classes that line alone accounts for most of the drawer. Four are the cumulative class-level tier, which is where the largest hold effect in the entire title system lives. Four are field-boss last-hit titles. Three are class-advancement rewards, three are raid achievements filed here rather than under dungeons, and the rest are stat milestones and oddments.

Those behave nothing alike. The class-level line arrives whether you want it or not. The cumulative line needs deliberate planning, and it is the one worth planning — the titles overview works out the route. The field-boss line is a short, sharp scramble: the boss appears at four fixed times a day and the title needs the last hit, at any difficulty, with no weekly cap involved.

Which is also where this group’s equip ceiling comes from. The best equipable achievement title is a field-boss last-hit reward paying defence +145 and damage reduction +55, about 89 combat power. Respectable, and less than half of what one dungeon title pays.

The correct reading of this row: 74 is a meaningless number. What matters is the four-title cumulative line buried inside it.

Dungeons: the smallest serious group, and it owns the ceiling

Twenty-nine titles, ten of them permanent, and an equip ceiling of roughly 188 combat power — more than double the next-best content type.

The internal structure is unusually clean, and it splits by which channel each sub-type pays into.

The Abyss pays hold effects. All ten of this group’s permanent titles are abyss boss rows, each requiring 30 cumulative kills of one boss at one difficulty. Individually they are small — defence +5/+7/+10 on one boss line, HP +30/+45/+65 on another, attack +5/+7/+10 on the third. But they are permanent, account-wide within the server, free of the equip slot, and the set keeps growing as new abyss wings open.

Raids pay equip effects, in a complete ladder. Twelve rows, and they are the reason this group tops the table. The eight-player Glas Ghaibhleann achievements run from a first entry-difficulty clear at HP +250 all the way to fifty cumulative very-hard clears at HP +750; the four-player White Succubus line adds three more rungs in the 260–360 band. Note what the ladder is not gated on: not a no-death run, not a time attack — just clear counts. That makes it the most schedulable title progression in the game. Difficulty requirements and party sizes are on the dungeon guide.

The remaining seven rows are five Tower of Spirits floor-clear titles, which pay primary stats rather than HP, and two one-off combat feats.

Official event artwork: the eight-player raid boss Glas Ghaibhleann roaring, jaws open
Twenty-nine titles in the group — but the one actually sitting in your title slot probably came from here · Image source: Nexon's official Mabinogi Mobile

So dungeons are the only content where going out of your way pays. Not because the group is generous — it is the smallest of the five real ones — but because it is the group that fills the slot you actually wear.

Collections: the most generous-looking row, and half of it is behind a till

Thirty-one titles, fifteen with hold effects. On ratio alone that is among the best in the table.

Open it up and it stops being that. All fifteen of those permanent titles are companion titles for natively-Epic-grade pets, and the database’s own acquisition notes are blunt about where those pets come from: the cash Premium Pet Lucky Box, and nowhere else — not egg hatching, not the gold shop, not a quest. The box gives one premium pet ticket per pull, with a guarantee structure at 50/100/150 pulls and a better one at 200. The titles themselves are not an affection grind, incidentally: the in-game notice wording says the title is granted the moment the Epic pet is obtained, no summoning or bonding required. That detail is recorded at medium confidence, and one related question is genuinely open — whether a pet promoted to Epic grants the title, or only one that was born Epic, has no confirmed answer in our sources.

Either way, the practical shape is the same. Half of this row is a storefront. Pet acquisition, pity structure and what the boxes actually contain are on the pets page.

The other sixteen are free, and they are codex tiers: pets registered at 15/20/25/30 species, equipment codex level, styling codex level, thirty fashion sets collected. They pay small all-stat lines, mostly in the +15 to +25 band, topping out around 31 combat power.

One thing worth knowing about that free half: the codices count more loosely than people assume. The equipment codex rises for runes, gems, tools and bags on first registration, not only weapons and armour. The styling codex counts companion pets and mounts alongside clothing, and the male and female versions of one outfit register separately. Which is exactly why codex titles are not worth chasing — you cannot really push them. They are the shadow your ordinary play casts.

Quests and exploration: one pays HP, one pays nothing

Quests, twelve titles, only one with a hold effect — but the equip line is better than the count suggests. Story-chapter completion titles run toward HP, topping out at HP +265, about 66 combat power. For an account that has not reached raid content yet, that is the honest interim answer for the title slot, and it costs nothing extra: you were going to push the story anyway.

Exploration is the awkward one. Eleven titles, six with hold effects, and an equip ceiling of about 5 combat power — the lowest in the table by an order of magnitude. Worse, four of those eleven rows have no stats at all, in either channel. That is not missing data. Those titles genuinely have no numbers on them: finding a set of animal statues, meeting a vanishing creature at the right moment, getting spoken to by a cat merchant in a dungeon. They are souvenirs. Collect them because you want them, but keep them out of a combat-power plan.

What we do not know

Two blanks, published rather than filled.

The first is a single achievement-category title whose equip line we have and whose acquisition condition we do not. It pays LUCK +25, WILL +25 and Healing +35 — not small, and healing is genuinely rare across the whole catalogue. Its in-game flavour text is one sentence, roughly: a title for adventurers who gave of themselves for those still new to Erinn. There is no condition attached to it. Not a hard condition — no condition, from any source we have: not the Korean community title compilations, not the guide sites, not the in-game text itself, which is purely sentimental. We leave it in the database exactly like that, stats filled and condition blank, rather than writing down a plausible guess.

The second is the four blank exploration rows above. They are honestly blank, but they are the kind of blank that makes a table look broken, so: they are not.

Our verdict

Of the six sources, only dungeons justify changing your plans. For the other five the correct action is identical: keep doing what you were doing, and the titles will show up.

Compress it one level further and the table is making a more general point. Titles are distributed in almost the inverse order of their value. The largest group, achievements at 74, is mostly the automatic residue of levelling classes; the smallest serious group, dungeons at 29, holds the thing that is actually sitting in your title slot. Any progress metric shaped like “how many titles have I collected” will route you toward the wrong evening.

To check conditions row by row and see what has reached Taiwan, the title database is searchable; raid and abyss requirements are on the dungeon guide.

What would overturn this page: the unconditioned title above. The moment anyone produces a verifiable trigger for it, we will not only fill that cell — we will re-audit every other acquisition condition in the same catalogue currently marked medium confidence. A blank that turns out to be answerable usually means there is a second one.