Rakugaki's PvM Hyper Novice

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WARNING This guide is still a work in progress
Some of the info here is outdated or incorrect, and is currently being updated and corrected.
Super Novice
Job base: Novice
Written By: Rakugaki


Cute and happy female Hyper Novice ready to stab things happily and cutely.

Overview

Work in progress

The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.

Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.


Skills Overview

File:Might and Magic Raku and Gao.jpg
The powers of might and magic unite together, ready to take on the toughest monsters in the world!
Featuring Haro (right)!
Hidden Skills
Skill Notes
268.png Steel Body Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 250, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. This is not applicable to builds reliant on Super Novice Soul Link (e.g. Mage builds using Welding Wand or Illusion Thorn Staff of Darkness), as logging off removes the weapon unless the Soul Link is still in effect.

This skill will always trigger at Base Level 250. EXP cap is not required. Credits to Yami and Ocean Star for pointing this out! /ene

270.png Explosion Spirits Self buff. Enter the following text in public chat (Send to all) to gain Critical Explosion status. Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, is very, very spammable and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds.
  • Dear angel, can you hear my voice?
  • I am <Your Name Here without the brackets> Super Novice~
  • Help me out~ Please~ T_T
  • Insert random text here

To quickly cast, put these lines in macro (ALT+M). Caution: Spamming too quickly will result in a 1-minute mute! But you can still use emotes though /ene

Bonus stats Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.

Super Novice Spirit restores the bonus (1% chance).

Builds

With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle three different kinds of builds - Mage, Physical, and Hybrid.

These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.

Mage

File:Mage HN .jpg
Mage build Hyper Novice treading carefully in the Ancient Factory.
File:Mage HN .jpg
Placeholder screenshot.

(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.

Stats and Traits

Stat Amount Notes
STR 1+ Leftover. Mainly used for increased carrying capacity.
AGI 60-80 Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
VIT 70-80 Increases Max HP while reducing the chances of getting inflicted by Poison.
INT 120+ Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
DEX 120+ At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
LUK 1+ Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
Trait Amount Notes
POW 0 Not needed.
STA 0 or 30-97 Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
WIS 0 or 30-97 Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
SPL 100 Primary trait. Max this for the highest possible Magic Damage.
CON 0 or 30-97 Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
CRT 0 Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?

Skills

Skills: Super Novice
Skill Level Notes
Super Novice
19.png Fire Bolt 4 Prerequisite for Fireball.
17.png Fire Ball 6-10 Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies.
10.png Sight 1 Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
14.png Cold Bolt 5 Prerequisite for Frost Diver.
15.png Frost Diver 1 Prerequisite for Storm Gust.
20.png Lightning Bolt 4 Prerequisite for Thunderstorm and Jupitel Thunder.
21.png Thunder Storm 1 Prerequisite for Lord of Vermillion.
11.png Napalm Beat 1 Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
16.png Stone Curse 1 Prerequisite for Earth Spike.
9.png Increase SP Recovery 5-10 Compensates for the Super Novice's very low SP pool at the early game and helps save some SP at the end-game when SP cost skyrockets due to certain equipment and cards.
28.png Heal 3-10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
12.png Safety Wall Optional Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
43.png 3 Prerequisite for Vulture's Eye.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
81.png Sightrasher 2 Utility skill that deals Fire damage and pushes enemies away. Requires Sight to be active before use. Can be an effective means of escape when combined with Quagmire.
83.png Meteor Storm 10 Bombards an area with meteors, dealing Fire Element damage. Enemies at the target cell will get hit by all meteors, so try to keep them steady.
89.png Storm Gust 1 or 10 Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher chances of freezing while higher levels mean higher damage but lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is needed.

Notice: The skill has a tendency to push enemies to the upper right at the default orientation.

84.png Jupitel Thunder 5-10 An improved version of Lightning Bolt with an added knockback and removed cooldown.
85.png Lord of Vermilion 10 A larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png 1-5 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
66.png Impositio Manus Optional Provides additional Weapon ATK and MATK to you and the whole party.
74.png Magnificat 5 Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
249.png Auto Guard Optional If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
105.png Hilt Binding Optional Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
107.png Weaponry Research Optional Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
108.png Repair Weapon Optional Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.

LV 1 weapon: Iron Ore
LV 2 weapon: Iron
LV 3 weapon: Steel
LV 4 weapon: Rough Oridecon
Armors: Steel

5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
5075.png Breakthrough Optional Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.

After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.

Skills: Hyper Novice (Example build - Jack Frost Nova)
There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
Skill Level Notes
Super Novice
9.png Increase SP Recovery 10 Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
28.png Heal 10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
12.png Safety Wall Optional Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
43.png 10 Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
66.png Impositio Manus Optional Provides additional ATK and MATK to you and the whole party.
74.png Magnificat Optional Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
249.png Auto Guard Optional If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
108.png Repair Weapon Optional Requires level 1 105.png Hilt Binding and level 1 107.png Weaponry Research. Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.

LV 1 weapon: Iron Ore
LV 2 weapon: Iron
LV 3 weapon: Steel
LV 4 weapon: Rough Oridecon
Armors: Steel

5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
5075.png Breakthrough 5 Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.

All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.

Skill Level Notes
Hyper Novice
248.png Faith 7+ Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
5455.png Meteor Storm Buster 5 or 8 The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 2.5 seconds
No Aftercast Delay

5456.png Jupitel Thunderstorm 9 Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds
Very short Aftercast Delay

5457.png Jack Frost Nova 10 A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Short Aftercast Delay

5458.png 5 or 10 An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Short-ish Aftercast Delay

5459.png Ground Gravitation 7 An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above. Enemies affected receive increased damage while slowing them down.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Significant Aftercast Delay and Cooldown! Use wisely.

5460.png Napalm Vulcan Strike 5 A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.

Fixed Cast Time: 1 seconds
Skill cooldown: 0.3 seconds
Short Aftercast Delay

5462.png Rule Break Optional The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up A LOT of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.

Equipment

Equipment
Super Novice
Item Type Way to obtain Notes
Paradise Set Chest Eden Academy, Base Level 100 HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
5119.png Super Novice Hat [1] (5119) Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
2340.png Novice Breastplate [1] (2340) Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump (Template:Item List).
15012.png Puente Robe [1] (15012) Armor Orc Lady Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
2355.png Angelic Protection [1] (2355) Armor Eclipse MDEF+20

When complete, the Angel's Set gives a sizeable boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware the After Cast Delay that happens each time the skill is autocast.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
2183.png Modified Angelic Guard [1] (2183) Shield Mastering Part of the Angel's Set.
2512.png Novice Manteau [1] (2512) Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
20710.png Modified Angel's Cardigan [1] (20710) Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
2416.png Novice Shoes [1] (2416) Footgear Lighthalzen Armory Starter Shoes. Gives an HP boost.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Vocal Part of the Angel's Set. HP +100.
2628.png Novice Armlet [1] (2628) Accessory Izlude Armor Dealer Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
2607.png Clip [1] (2607) Accessory Dragon Fly Gives 10SP.
Expanded Super Novice (99-175)
Advanced Paradise Set Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 25223.png Eden Coin (25223) per piece.
450122.png Noblesse Super Novice Robe [1] (450122)

470017.png Noblesse Magic Boots [1] (470017)

480014.png Noblesse Magic Manteau [1] (480014)

490015.png Noblesse Magic Ring [1] (490015)

Equipment Set 10 6919.png Token of Honor (6919) per piece. Obtained by completing the account-wide Eden Academy questline. Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the 100128.png Noblesses Refine Ticket (100128) at a price of 10 6919.png Token of Honor (6919)
450124.png Imperial Super Novice Robe [1] (450124)

470019.png Imperial Magic Boots [1] (470019)

480017.png Imperial Magic Manteau [1] (480017)

490018.png Imperial Magic Ring [1] (490018)

Equipment Set 3 Template:Item List per piece. Obtained by completing... Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the 100129.png Imperial Refine Ticket (100129) , at the cost of...
450126.png Grace Super Novice Robe [1] (450126)

470021.png Grace Magic Boots [1] (470021)

480019.png Grace Magic Manteau [1] (480019)

490020.png Grace Magic Ring [1] (490020)

Equipment Set 20 25669.png Unknown Parts (25669) per piece. Obtained by completing the 17.1_Illusion questline. Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
550044.png Paradise Super Novice Wand (550044) Rod Eden Academy, Base Level 100 and above Go back to where you got the Paradise Set and pay Labraham 10 25223.png Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A good mid game headgear that provides a lot of bonuses.
15068.png Advanced Angelic Protection [1] (15068) Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware of the After Cast Delay that happens each time the skill is autocast.

1680.png Crimson Rod [2] (1680) Rod Bathory, Laurell Weinder Gives a good amount of MATK at high refines. Better to use this as material for making other things instead of refining it to +15.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
20718.png Gigant Snake Skin [1] (20718) Garment Faceworm's Nest Gives lots of DEF, some MDEF and various stats.

Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.

22008.png Temporal DEX Boots [1] (22008) Footgear Old Glast Heim

Temporal Boots

When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

2924.png INT Glove [1] (2924) Accessory Eclage Glove Seller (10 Splendide Coins) This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
2898.png Black Rosary [1] (2898) Accessory Nightmare Wraith Dead Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
Expanded Super Novice 175-200
19428.png Illusion Morpheus's Hood [1] (19428)

20948.png Illusion Morpheus's Shawl [1] (20948)

32239.png Illusion Morpheus's Bracelet [1] (32239)

32238.png Illusion Morpheus's Ring [1] (32238)

Equipment Set Illusion of Labyrinth Early-mid game set. It can be further boosted with an 550030.png Illusion Thorny Staff of Darkness [2] (550030) but it requires 451.png Super Novice Spirit to use.

For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying 100423.png Labyrinth Refinement Box (100423) , which will refine them at +7 - 10 at random.

400054.png Archmage's Courtesy [1] (400054)

400059.png Scorpio Celestial Coronet [1] (400059)
400044.png Phantom Cap [1] (400044)

Upper Headgear Illusion Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
18874.png Monocle [1] (18874) Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted by the 6396.png Spiritual Auger (6396) .
15377.png Illusion Armor Type B [1] (15377) Armor Illusion This is an upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. 39540.png [1] (39540) and two 39535.png [2] (39535) are recommended.
550044.png Paradise Super Novice Wand (550044) Rod Eden Academy, Base Level 100 and above If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
26151.png Rutilus Stick-OS [2] (26151) Rod Illusion A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
550081.png Patent Freedom Stick [2] (550081) Rod Bioresearch Laboratory An upgraded version of 550080.png Freedom Stick [2] (550080) . Refine it to +7 to gain access to level 5 2449.png Psychic Wave, which will make leveling and killing monsters significantly easier.
550030.png Illusion Thorny Staff of Darkness [2] (550030) Rod Illusion of Twins Mid game rod that gives a lot of bonuses, especially when paired with an 19428.png Illusion Morpheus's Hood [1] (19428) . For this level range, refine both to at least a +7.

To easily get to +7, refine it to +4, obtain or buy Template:Item List and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory Cursed Knight Shield or Illusion Silver Guard still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral.
Template:Item List Shield Cash Shop A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
20934.png Illusion Engine Wing Type B [1] (20934) Garment Illusion Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with Template:Item List and 2 Template:Item List modules.
22197.png Illusion Leg Type B [1] (22197) Footgear Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either Template:Item List for more survivability or Template:Item List for more SP, and Template:Item List.
22238.png Great Hero Boots [1] (22238) Footgear An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a 550081.png Patent Freedom Stick [2] (550081) . Try to refine this to +11, then use the 100747.png Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
42209.png [3] (42209) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. Template:Item List and Template:Item List or Template:Item List are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
42210.png [4] (42210) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. Template:Item List and Template:Item List or Template:Item List are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
Hyper Novice 200-240
19428.png Illusion Morpheus's Hood [1] (19428)

20948.png Illusion Morpheus's Shawl [1] (20948) 32239.png Illusion Morpheus's Bracelet [1] (32239) 32238.png Illusion Morpheus's Ring [1] (32238)

Equipment Set Illusion of Labyrinth Completing the Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an 550030.png Illusion Thorny Staff of Darkness [2] (550030) (or Illusion TSOD for short) but it requires 451.png Super Novice Spirit to use.

For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with 29100.png Master Archer Lv10 (29100) or 29101.png Adamantine Lv1 (29101)

400263.png Great Magician's Ceremonial Crown-LT [1] (400263)

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Upper Headgear Illusion Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
Template:Item List Upper Headgear Horror Toy Factory, +9 Template:Item List and 1000 Template:Item List Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Verus A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
400002.png Victory Wing Ears [1] (400002) Middle Headgear Amicitia (0.05%) A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
410092.png Cor Core Booster [1] (410092) Middle Headgear Rudus (0.05%) Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with 420003.png CD in Mouth (420003) for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD.
420003.png CD in Mouth (420003) Lower Headgear Rudus (0.05%) Boosts all elemental Magic Damage when paired with 410092.png Cor Core Booster [1] (410092) , but try not to whack stuff and trigger Soul Strike and its ACD.
450128.png Automatic Armor Type B [1] (450128) Armor Sage's Legacy An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
450207.png Snow Flower Robe [1] (450207) Armor Issgard A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
550030.png Illusion Thorny Staff of Darkness [2] (550030) Rod Illusion of Twins A powerful rod that gives A LOT of bonuses, especially when paired with an 19428.png Illusion Morpheus's Hood [1] (19428) . It can be enchanted by using 100004.png Fantasy Resonance Stone at Dawn (100004) There is the downside and hassle of requiring 451.png Super Novice Spirit from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
550057.png Fortified Rod [2] (550057) Rod Amicitia Dungeon A level 5 weapon that boosts 5456.png Jupitel Thunderstorm and 5455.png Meteor Storm Buster damage. Try refining this to +8.
550075.png Rutilus Stick-OSAD [2] (550075) Rod Illusion A stronger and sadder version of the 26151.png Rutilus Stick-OS [2] (26151) , providing better After-Cast Delay reduction, less Variable Cast Time and a permanent 30% boost to Neutral and Fire element damage instead of a random limited-duration buff.
550069.png Glacier Wand (550069) Rod Issgard A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful 550089.png Dim Glacier Wand [1] (550089) is obtained.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
480021.png Automatic Engine Wing Type B [1] (480021) Garment Sage's Legacy Improved version of the Illusion Engine Wing. Choose between 1000136.png Automatic Modification Module (Drain Life) (1000136) , 1000125.png Automatic Modification Module (Fast) (1000125) and 1000126.png Automatic Modification Module (Caster) (1000126) .
480125.png Convertible Magical Wing [1] (480125) Garment Convertible Wings A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears.
470094.png Hero Boots-LT [1] (470094) Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the 550082.png Freedom Stick-LT [2] (550082) . Try to aim for a +11 Grade C at least.
470023.png Automatic Leg Type B [1] (470023) Footgear Sage's Legacy Improved version of the Illusion Leg. Enchant with the following: 1000147.png Automatic Module (Over Power) (1000147) , 1000151.png [5] (1000151) and 1000135.png Automatic Modification Module (Above All) (1000135) .
490026.png Automatic Battle Chip R [1] (490026) Accessory Sage's Legacy An improved version of the Illusion Battle Chip. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
490027.png Automatic Battle Chip L [1] (490027) Accessory Sage's Legacy An improved version of the Illusion Battle Chip. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
Hyper Novice 240-260
400111.png Vesper Headgear [1] (400111) Upper Headgear Juperos F2 near entrance Currently the best-in-slot headgear for this build. Refining and grading it results in a significant increase in damage. Grade it to B for the 0.5-second FCT reduction, so you can replace 25067.png Cast Stone (Garment) (25067) , 25170.png Minor Cast Stone (Garment) (25170) and 1000521.png Minor Casting Stone (Dual) (1000521) for something better.
410092.png Cor Core Booster [1] (410092) Middle Headgear Rudus (0.05%) Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with 420003.png CD in Mouth (420003) for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Verus A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
400002.png Victory Wing Ears [1] (400002) Middle Headgear Amicitia (0.05%) A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
410017.png Battle Processor [1] (410017) Middle Headgear Rudus (0.05%) A microchip head implant slotted Middle Headgear that can be enchanted. Slightly raises ATK and MATK. Try to get MATK or elemental magic bonuses.
420003.png CD in Mouth (420003) Lower Headgear Rudus (0.05%) Boosts all elemental Magic Damage when paired with 410092.png Cor Core Booster [1] (410092) , but try not to auto-whack stuff and trigger Soul Strike and its ACD.
420066.png Orbs of Survival-LT (420066) Lower Headgear Rock Ridge Lower headgear that boosts magical damage while reducing variable casting time.
450284.png Engraved Soul Purification Rune Robe [1] (450284) Armor Varmundt's Biosphere Depth One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
550089.png Dim Glacier Wand [1] (550089) Rod Issgard Best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (6635) to refine.
460020.png Mad Bunny-LT [1] (460020) Shield Alice One of, if not the best shields for this build. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 to take advantage of the 300379.png Modified Senior Rgan Card (300379) .
460005.png Magic Absorber [1] (460005) Shield Geffen Night Arena Increases Magical Damage and provides some MDEF. Can be enchanted. Try getting enchants that ignore the MDEF of Normal or Boss monsters, preferably Boss monsters.
480233.png Death Rune Manteau [1] (480233) Garment Varmundt's Biosphere A powerful manteau that grows stronger the higher its refinement and grade.
470204.png Moan of Corruption [1] (470204) Footgear Sunken Ship Climbing noises not included. One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction.
470122.png Beast's Leather Shoes [1] (470122) Footgear Payon Dungeon F5, center Compared to the Moan of Corruption, this gives less power, more survivability, no SP cost increase, and no climbing noises. Grade it to C and refine it to +11 at least.
490052.png Sinful Sapphire Ring [1] (490052)

490064.png Brilliant Light Sapphire Ring [1] (490064)

Accessory (Right) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
490053.png Sinful Sapphire Necklace [1] (490053)

490065.png Brilliant Light Sapphire Necklace [1] (490065)

Accessory (Left) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
Sample equipment builds (Coming soon!)
Super Novice
Item Type Way to obtain Notes
Template:Item List Chest Eden Academy, Base Level 100 Upon reaching Base Level 10, use the Paradise Magic Set provided by Eden Academy. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Expanded Super Novice (99-175)
Template:Item List Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, you'll be given this chest, which contains a surprisingly powerful weapon and a set of advanced Eden Armors which will suffice until you earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
175-200
Template:Item List Upper Headgear Cash Shop A good mid-late game headgear that provides a lot of bonuses.
Hyper Novice (WIP)
Template:Item List

Template:Item List
Template:Item List

Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4, buy a couple of Template:Item List for 3 Endeavor Coins a piece, because it will refine them to +7 - 10 at random.

Cards and Pets

Cards and Costume Stones
Card Slot Notes
27310.png Plaga Card (27310)

4600.png Lichtern Yellow Card (4600)
4586.png Tikbalang Card (4586)
4597.png Lichtern Blue Card (4597)
4599.png Lichtern Red Card (4599)
4598.png Lichtern Green Card (4598)

Headgear These cards increase elemental damage. Put them in high refine headgears.
  • Plaga: Neutral
  • Green: Earth
  • Tikbalang: Wind
  • Blue: Water
  • Red: Fire
  • Yellow: Ghost
300251.png Plagarion Card (300251)

300259.png Fulgor Card (300259)
300255.png Litus Card (300255)
300257.png Vanilaqus Card (300257)
300256.png Fillia Card (300256)

Headgear These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
  • Plagarion: Neutral
  • Fulgor: Earth
  • Litus: Wind
  • Vanilaqus: Water
  • Fillia: Fire
27328.png Birth and Death Card (27328) Headgear Early-game card. It can be paired with multiple cards for more bonuses.
300359.png Ice Gangu Card (300359) Headgear Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with 300361.png Ice Straw Card (300361) . Works best with Jack Frost Nova.
300174.png Melted Poring Card (300174) Headgear If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
4241.png Archangeling Card (4241) Headgear Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game.
300308.png Meyer Lugenburg Card (300308) Armor The more generalist card. At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a 300424.png Friedrich S. Heine Card (300424) card.
300361.png Ice Straw Card (300361) Armor Increases Water Element Magic Damage. When paired with 300359.png Ice Gangu Card (300359) , MATK +10%. Good for Jack Frost Nova.
300376.png Two Eyes Dollocaris Card (300376) Armor Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive cards. If you already deal a ton of damage but want some more survivability, get this card.
300254.png Amitera Card (300254) Armor Boosts HP by 10%. Adds 10% more HP at level 200 and above.
4023.png Baby Desert Wolf Card (4023) Armor Early-game cheap card which can be paired with the 27328.png Birth and Death Card (27328) for increased MATK.
4392.png Observation Card (4392) Armor When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
27196.png Nihil M. Heine Card (27196) Weapon Early-mid game card that boosts damage against small monsters.
27289.png Fragment of Soul Card (27289) Weapon Early-mid game card that boosts damage against Medium-sized monsters.
27286.png Colorful Teddy Bear Card (27286) Weapon Early-mid game card that boosts damage against Large monsters.
4394.png Solace Card (4394) Weapon When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
27384.png Mutating White Knight Card (27384) Weapon Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
300114.png Spell Addicted Plaga Card (300114)

300140.png Abysmal Sropho Card (300140)
300010.png Arch Plasma Card (300010)
27324.png Brinaranea Card (27324)
300124.png Blue Pitaya Card (300124)
27320.png E-EA1L Card (27320)
300106.png Red Pitaya Card (300106)
300009.png Spectrum Plasma Card (300009)

Weapon These cards boost elemental damage, especially at high refines.
  • Magic Poisoned Plaga: Neutral.
  • Deep Sea Sropho: Wind, but cheaper
  • Arch Plasma: Wind
  • Brinaranea: Water, but slightly cheaper and without the need for high refines.
  • Blue Pitaya: Water
  • E-EA1L: Fire, but cheaper
  • Red Pitaya: Fire
  • Spectral Plasma: Ghost
300442.png Deadsera Card (300442) Weapon Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be.
27356.png Frozen Gargoyle Card (27356) Shield The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
27385.png Mutating Khalitzburg Card (27385) Shield Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
4413.png Hodremlin Card (4413) Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
300379.png Modified Senior Rgan Card (300379) Shield A Hodremlin Card, but better... if your shield is a level 2, like 460020.png Mad Bunny-LT [1] (460020) , and is refined to +12.
27176.png Swamp Cramp Card (27176) Garment A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
300123.png Purple Pitaya Card (300123)

4629.png Arc Elder Card (4629)
300149.png Abysmal Phen Card (300149)
27167.png Faceworm Larva Card (27167)
4657.png Nightmare Ancient Mummy Card (4657)
300372.png Cave Flower Card (300372)

Garment These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
  • Purple Pitaya: Neutral
  • Arc Elder: Earth
  • Deep Sea Phen: Wind
  • Faceworm Larva: Water
  • Nightmare Ancient Mummy: Fire
  • Cave Flower (not implemented): Ghost
300269.png Eldest Card (300269) Garment When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
300273.png Smile Card (300273) Garment When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
300260.png Napeo Card (300260) Garment The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
300375.png One Eye Dollocaris Card (300375) Garment Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation.
300424.png Friedrich S. Heine Card (300424) Garment Best paired with the armor card 300308.png Meyer Lugenburg Card (300308) for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
27249.png Archi Card (27249) Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
300177.png Midnight Archi Card (300177) Footgear A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the Geffen Night Arena.
4658.png Nightmare Verit Card (4658) Footgear Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
27255.png Ordre Card (27255) Footgear Good for Wind and Water focused builds.
27253.png Geffen Thief Card (27253) Footgear Good for Fire focused builds.
27250.png Dio Anemos Card (27250) Footgear Good for Neutral and Earth focused builds.
27179.png Coyote Card (27179) Footgear Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
4077.png Phen Card (4077)

4327.png Bloody Butterfly Card (4327)

Accessory These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
27026.png Fire Condor Card (27026) Accessory An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
4577.png Elvira Card (4577)

300222.png Firewind Kite Card (300222)
27125.png Headless Mule Card (27125)
300364.png Calmaring Card (300364)
27161.png Mavka Card (27161)
300216.png Lava Toad Card (300216)
300211.png Ash Toad Card (300211)
27262.png D.Y Card (27262)
300218.png Ashhopper Card (300218)
300006.png Jeweliant Card (300006)
300267.png Crow Baron Card (300267)
300268.png Crow Duke Card (300268)

Accessory These cards boost elemental damage.
  • Elvira: Wind and Ghost (20%)
  • Firewind Kite: Wind (35%) Left accessory
  • Headless Mule: Water (20%)
  • Calmaring: Water (35%)
  • Mavka: Fire and Earth (20%)
  • Lava Toad: Fire (35%) Left accessory
  • Ash Toad: Earth (35%) Left accessory
  • Ashhopper: Neutral (35%) Left accessory
  • Dwigh: Neutral (20%)
  • Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with 4336.png Ungoliant Card (4336)
  • Crow Baron (level 200+): Fire and Wind (15%)
  • Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
300243.png Lude Gal Card (300243) Accessory Boosts MATK. Use two of these for a more even spread of damage across all elements.
1000857.png Arch Bishop Stone (Top) (1000857)

1000859.png Arch Bishop Stone (Low) (1000859)
25709.png Archbishop Stone (Garment) (25709)

Upper costume headgear, low costume headgear, garment costume The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three.
25170.png Minor Cast Stone (Garment) (25170)

25067.png Cast Stone (Garment) (25067)

Garment costume These two reduce Fixed Cast Time by 0.3 and 0.5 seconds respectively. Replace these with something better once your equipment can substantially reduce Fixed Cast Time.
1001329.png [6] (1001329) Lower costume headgear This lower headgear costume stone is not yet implemented.
1001327.png [7] (1001327)

25454.png High Wizard Stone (Mid) (25454)
1001326.png [8] (1001326)

Upper costume headgear, mid costume headgear, garment costume This garment costume stone is not yet implemented. When paired with the High Wizard Stone and another not yet implemented costume stone for the upper headgear, its bonuses are not yet implemented. Not yet implemented.
Pets

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.

  • 9104.png Roween Egg (9104) : MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
  • 9089.png Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
  • 9134.png White Knight Egg (9134) : MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a 9133.png Mutating White Knight Egg (9133) to get this.
  • 9088.png Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.

Tips and Tricks

Strategy (WIP)
The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.


Super Novice:

  • Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
  • Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
  • DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
  • Due to the Super Novice having absolutely atrocious HP and SP pools until level 99, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere 700 HP. It's better to completely evade attacks instead of taking a hit with such low HP.
  • Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
  • When in a party... I have writer's block!


Ex. Super Novice

When soloing, I get writer's block!

In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.


Hyper Novice WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest hell.


Physical

File:PhysHN .jpg
Physical build Hyper Novice treating dangerous monsters as if they're bowling pins.
File:PhysHN .jpg
Placeholder screenshot

(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.

Stats and Traits

Stat Amount Notes
STR 100-120 Main stat. Increases ATK and carrying capacity.
AGI 60-100 Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep.
VIT 70-80 Increases Max HP while reducing the chances of getting Poisoned.
INT 70-80 Increases Max HP while reducing the chances of getting Silenced.
DEX 60-80 / 120 (Ranged Hyper Novice builds) Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max.
LUK 60-80 / 120 (Mega Sonic Blow builds) Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 to get as much CRIT Rate as possible while waiting for level 250 to access the Super Novice chant (see Hidden Skills above).
Trait Amount Notes
POW 100 Primary trait. Max this for the highest possible damage.
STA 0 or 30-97 Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value.
WIS 0 or 30-97 Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value.
SPL 0 Not needed.
CON 0 or 30-97 Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
CRT 0 or 30-97 Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait.

Skills

Skills: Physical

The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.

Skill Level Notes
Super Novice
Template:Skill List Optional At level 10, add a 70% chance to double attack while increasing Hit by 10%.

Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.

Template:Skill List 5 Steal items from one target. Prerequisite for Hiding.
Template:Skill List 1 Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
Template:Skill List 3 Mainly for self-healing purposes.
Template:Skill List 10 At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).

Makes you evade most physical attacks better, move faster and attack quicker. Max this one.

Template:Skill List 1 Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 200z per Holy Water bottle.
Template:Skill List Optional Makes you hit harder and more accurately. Optional.
Template:Skill List Optional Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here.
Template:Skill List 10 At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).

Your main source of DEX and AGI at higher levels. Max this.

Template:Skill List 1 Reveals and deals Holy Element magic damage to hidden enemies.
Template:Skill List 1 Save weight, money, inventory space and the grind for items that enable it!
Template:Skill List Optional Prerequisite for Soul Strike and Safety Wall.
Template:Skill List Optional Prerequisite for Safety Wall.
Template:Skill List Optional While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!

Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.

Expanded Super Novice
Template:Skill List 4 Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
Template:Skill List 2 Moving while hiding makes escaping or positioning for a raid easier.
Template:Skill List 4 Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
Template:Skill List 2 Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got back-stabbed.
Template:Skill List 5 Requires being hidden before use. This is your main source of damage. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.

The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's Turbo makes this significantly, significantly easier. See below on how to set this up the bomb. However, beware that getting hit will Hiding will reveal your location and will interrupt your Raid spamming.

Template:Skill List 3 Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
Template:Skill List 1-5 Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
Template:Skill List Optional Prerequisite for Quagmire.
Template:Skill List Optional Prerequisite for Quagmire.
Template:Skill List Optional Optional. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. Note that a maximum of 3 Quagmires can be active at a time.
Template:Skill List 5 More HP, SP and received healing is always better. Max this.
Template:Skill List Optional Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
Template:Skill List Optional More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
Hyper Novice (WIP)
Template:Skill List 5-10 Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
Template:Skill List 7-10 A powerful but rather clunky melee skill which deals damage in a 7x7 area around the target and knocks them back. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage. However, its knockback is finicky and unpredictable. If there are 3 or less mobs, it will always push them back. If there are at least 4 mobs, sometimes they're knocked back, other times they're not.
Template:Skill List 7-10 A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Despite the description, its CRIT Rate is actually dependent on CRIT Rate, not the CRT trait.
Template:Skill List 7-10 A spammable ranged physical attack which hits enemies in a 7x7 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down, but it seems like it's bugged for now.
Template:Skill List 7-10 A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
Template:Skill List 1 Significantly increases the damage of all skills in the Physical tree.

Equipment

Equipment

You can use Eden Gear or choose from the list below...

Item Type Way to obtain Notes
Super Novice
Template:Item List Chest Eden Academy, Base Level 10 HIGHLY RECOMMENDED! Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Template:Item List Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
Template:Item List Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
Template:Item List Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. At least you're no longer wearing stinky rags that came from the dump (Template:Item List).
Template:Item List Armor Orc Lady Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
Template:Item List Armor Eclipse MDEF+20

When complete, the Angel's Set gives a boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. The After Cast Delay that happens each time the skill is autocast makes equipping the whole set not too good.

Template:Item List Shield Lighthalzen Armory The combination of having frighteningly low HP until level 98 and the massive -10 ASPD penalty makes wearing a shield more of a detriment, reducing your damage while not providing enough protection despite its awesome 20% resistance to all elements except Neutral bonus. It will become much better at higher levels, so save it for later until you have way more HP and ASPD to compensate.
Template:Item List Shield Mastering Part of the Angel's Set.
Template:Item List Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
Template:Item List Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
Template:Item List Footgear Lighthalzen Armory Starter Shoes. Gives an HP boost.
Template:Item List Footgear Vocal Part of the Angel's Set. HP +100.
Template:Item List Accessory Izlude Armor Dealer Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
Template:Item List Accessory Dragon Fly Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
Expanded Super Novice (99-175)
Template:Item List Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
Template:Item List

Template:Item List

Template:Item List

Template:Item List

Equipment Set 1 Template:Item List per piece. Obtained by completing the account-wide Eden Academy questline. Good until level 125. It is highly recommended to complete the Eden Academy quest chain to get this over the other armors. While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the Template:Item List, for the low, low price of just a single Template:Item List!
Template:Item List

Template:Item List

Template:Item List

Template:Item List

Equipment Set 3 Template:Item List per piece. Obtained by completing the account-wide Eden Academy questline. Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the Template:Item List, for the low cost of just 3 Template:Item List!
Template:Item List

Template:Item List

Template:Item List

Template:Item List

Equipment Set 4 Template:Item List per piece. Obtained by completing the account-wide Eden Academy questline. Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the Template:Item List, for the low cost of just 4 Template:Item List!
Template:Item List

Template:Item List

Armor and Shoes Eden Academy, level 100 Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds.
Template:Item List Weapon Eden Group Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
Template:Item List Upper Headgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
Template:Item List Mid Headgear Gold Coins Adds a little bit of AGI and MDEF for slightly increased survivability.
Template:Item List Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Take note of the After Cast Delay that happens each time the skill is autocast.

Template:Item List Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
Template:Item List Dagger Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain An easy-to-get dagger with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. However, its damage somewhat falls off the larger the enemy (100% - 75% - 50% damage against small, medium and large-sized enemies respectively).
Template:Item List Mace Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15).
Template:Item List Shield Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set.
Template:Item List Shield Lighthalzen Armory You may or may not wear a shield. Novices and Super Novices have a huge -10 Attack Speed penalty. Equip a shield only if more Defense is needed or if ASPD is good enough.
Template:Item List Garment Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
Template:Item List Garment Airship Assault An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
Template:Item List Footgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
Template:Item List Footgear Airship Assault Use this to complete the Airship set. Gives an ASPD boost.
Template:Item List Accessory Eclage Glove Seller (10 Splendide Coins) If your base STR is 110, equip two of these as it adds ATK for every 10 base STR and +1% ATK if base STR is 110.
175-200
Template:Item List Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines.
Template:Item List Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained in the Cash Shop, but only a few can be slotted, via the Template:Item List.
Template:Item List Lower Headgear Cash Shop

Custom Headgear Quests

Gives ATK+5.
Template:Item List2 Armor Illusion This is an improvement over the Grace set only at +9 and with modification modules. Gives a large increase in ATK (+100), more ATK at higher refines, a boost to ASPD (+10%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Recommended enchants are Template:Item List and two Template:Item List.
Template:Item List Weapon Eden Group Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
Template:Item List Mace Meteor Strike Quest A f****** heavy-a** mace weapon where its power depends on the level of certain skills. At the cost of skill flexibility, it grants a huge increase to ATK while also being cheaper than a +15 Crimson Mace or +15 Vicious Mind Mace.
Template:Item List Mace Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider Compared to the Vicious Mind Mace, this has less ATK and no enchants but has 2 slots, allowing for more options for carding. Get a Neutral element mace. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. While significantly more expensive, the greatest benefits are increased versatility and weight savings (2000 weight saved!). You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore!
Template:Item List2 One-Handed Sword Broken Security Beta, Verporte If the Patent Blessed Knife is too expensive, then this is a really good choice. Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords, it is highly recommended to refine this to +7 for the 20% ASPD boost. Very good for any Physical build, whether it is spamming Raid, autoattacking, or throwing Shield Chains if you have the Super Power Shadow Set (see below) to enable it.
Template:Item List Dagger Ancient Hero This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 Template:Skill List FATAL MENAS™ at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
Template:Item List Shield Lighthalzen Armory If a Cursed Knight Shield is still out of reach, then this cheap and cutesy shield will serve you well, thanks to its 20% resistance to all elements except Neutral. Just make sure you have enough ASPD to compensate for the huge -10 ASPD penalty when wearing shields.
Template:Item List Shield Illusion of Twins Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
Template:Item List Shield Cash Shop A nice shield that provides many bonuses, especially at higher refines. Highly recommended to keep it at +4 in case you want to upgrade it to a Purified Knight's Shield.
Template:Item List Garment Faceworm's Nest Recommended to obtain at least a +10 with pure STR or a mix of AGI and STR enchants. Gives lots of DEF and various stats.
Template:Item List2 Garment Illusion Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Enchant it with 1 Template:Item List and 2 Template:Item List.
Template:Item List Garment Gold Coins for the Vending Machine (@go 36), Monster Hunter Shop, Valor Badges from Battlegrounds When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
Template:Item List Footgear Old Glast Heim

Temporal Boots

When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Template:Item List2 Accessory Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either Template:Item List for more survivability or Template:Item List for more SP, and Template:Item List or Template:Item List for increased damage.
Template:Item List2 Footgear An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a Template:Item List. Try to refine this to +11, then use the Template:Item List to turn it to a +10 Hero Boots-LT.
Template:Item List Accessory Geffen Magic Tournament ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
Template:Item List2 Accessory Fall of Glast Heim ATK +10%. ATK +25 and Hit +10 when equipped with King Schmidt's Suit and Manteau. When paired with Template:Item List, Template:Item List and Template:Item List are recommended enchants to further boost CRIT damage.
Template:Item List2 Accessory Illusion ATK +5%. Template:Item List, Template:Item List and Template:Item List are recommended enchants.
Template:Item List2 Accessory Illusion ATK +5%. Template:Item List, Template:Item List and Template:Item List are recommended enchants.
Template:Item List2 Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if if necessary, max Double Attack for faster ASPD.
Template:Item List2 Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Sword Mastery to further pierce DEF.
Hyper Novice (WIP)
Template:Item List Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.
Template:Item List Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, this is the only one that boosts Melee damage. To easily get them to +10, refine them to +4, buy a couple of Template:Item List for 3 Template:Item List a piece, because it will refine them to +7 - 10 at random.
Template:Item List

Template:Item List
Template:Item List

Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, these three are pretty much the same. They boost ranged physical damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of Template:Item List for 3 Template:Item List a piece, because it will refine them to +7 - 10 at random.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants. This is slightly more preferrable to the Deep Blue Sunglasses because of the Aftercast Delay reduction.
Template:Item List Lower Headgear Template:Item List A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
Template:Item List2 Armor Illusion Improved version of the Illusion Armor. Gives a large increase in ATK (+125), more ATK at higher refines, a boost to ASPD (+15%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Choose between Template:Item List, Template:Item List, Template:Item List, Template:Item List.
Template:Item List Dagger Broken Security Beta, Verporte A level 5 weapon that boosts Template:Skill List damage. Refine this to +8.
Template:Item List Dagger Eden Group If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
Template:Item List2 One-Handed Sword Broken Security Beta, Verporte One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to infinity +11 and beyond.
Template:Item List Dagger Ancient Hero Currently the most powerful evolution of the Blessed Knife, it grows stronger the more it is refined and graded. Level 10 Fatal Menace is granted at +7, just like its lesser Patent form. Best paired with Template:Item List2

This part needs testing: +11 Blessed Knife-LT vs +12 Hypocrisy Machine, so this is purely theory and speculation: Unless you have a Template:Item List with the "Remove Size Penalty" enchant or Template:Item List2 and Template:Item List2 with a combined refine of +15, its damage will be on par or just negligibly higher compared to a Hypocrisy Machine at best, even when comboed with Hero Boots-LT. Then there's the fact that it has just 2 slots compared to the Hypocrisy Machine's 3.

Template:Item List One-Handed Sword Tomb of Remorse A sword that boosts Template:Skill List and Template:Skill List damage, especially at higher refines and grades.
Template:Item List Shield Lighthalzen Armory If a Purified Knight's Shield, Illusion Guard or Illusion Silver Guard are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
Template:Item List Shield Illusion of Twins Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
Template:Item List Shield Cash Shop A fantastic shield that provides many bonuses, especially at higher refines. Try to get the "Remove weapon's size penalty enchant", AKA free Drake Card, especially when you plan on using the Template:Item List as your main weapon.
Template:Item List Shield Cash Shop Reduces VCT and ACD depending on refine rate. While it doesn't have the Purified Knight's Shield's Drake Card enchant, its VCT and ACD reductions are still very useful for all builds.
Template:Item List2 Garment Sage's Legacy Improved version of the Illusion Engine Wing. Increases HP by 1500 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Choose between Template:Item List, Template:Item List and Template:Item List.
Template:Item List2 Garment Sunken Sands A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. A good all-rounder, whether melee or ranged.
Template:Item List2 Garment Sunken Sands A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power and critical damage, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. Best for builds focused on Mega Sonic Blow.
Template:Item List2 Shoes Sage's Legacy Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Choose between Template:Item List, Template:Item List, Template:Item List, Template:Item List or Template:Item List for increased damage.
Template:Item List2 Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the Template:Item List. Try to aim for a +11 Grade C at least.
Template:Item List Accessory Sage's Legacy Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between Template:Item List, Template:Item List and Template:Item List and Template:Item List.
Template:Item List Accessory Sage's Legacy Improved version of the Illusion Booster. ATK +5% and MSP +5%. Template:Item List, Template:Item List and Template:Item List and Template:Item List.
Template:Item List Shadow Gear Ancient Laboratory An improved version of the already really good Super Novice Shadow Gauntlet and the centerpiece of the Super Power Shadow Set. For Hyper Novices, only this is needed. The brooch and bangle are unnecessary.

Unlike what the description says, it DOES NOT need the Super Power Shadow Bangle and Brooch below to get the DEF pierce, just this glove and the SN Shadow Shield below and the refine rate of both. Type @battlestats or @bs to confirm.

Template:Item List2 Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD.
Template:Item List2

Template:Item List2

Shadow Gear Zaedronath Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick.
Sample equipment builds (Coming soon!)
Item Type Way to obtain Notes
Super Novice
Template:Item List Chest Eden Academy, Base Level 10 HIGHLY RECOMMENDED! Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Expanded Super Novice (99-175)
Template:Item List Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
Template:Item List

Template:Item List

Template:Item List

Template:Item List

Equipment Set 1 Template:Item List per piece. Obtained by completing the account-wide Eden Academy questline. Good until level 125. It is highly recommended to complete the Eden Academy quest chain to get this over the other armors. While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the Template:Item List, for the low, low price of just a single Template:Item List!
175-200
Template:Item List Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines.
Hyper Novice (WIP)
Template:Item List Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.

Cards and Pets

Cards and Costume Stones
Card Slot Notes
Template:Item List

Template:Item List

Headgear Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
Template:Item List2 Headgear One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate.
Template:Item List2 Headgear Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear.
Template:Item List2 Headgear Early-game card dropped by all Bios Island non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.

When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.

When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.

When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.

When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.

When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.

When equipped with Phen Card, reduces variable casting time by 25%.

When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.

When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.

When equipped with Magalodon Card, Def + 100.

Template:Card Armor Early-mid game card. Increases Hit and ATK.
Template:Card Armor Every 18 Base STR = +1 INT. When paired with Template:Card, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
Template:Card Armor Every 18 Base VIT = +1 DEX. When paired with Template:Card, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
Template:Card Armor Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with Template:Card for melee builds or Template:Card for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption.
Template:Item List Weapon ATK +5 and increases damage to Small monsters by 15%. When combined with the Corrupt Life Card, damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative.
Template:Item List Weapon Enables Double Attack when using non-dagger weapons, scaling by the level learned.
Template:Item List Weapon Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt.
Template:Card Weapon Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG.
Template:Item List Weapon This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards.
Template:Card Weapon This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?
Template:Card Weapon This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards.
Template:Item List Weapon Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters.
Template:Card Weapon When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined.
Template:Item List Shield Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
Template:Item List Shield A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
Template:Item List Shield A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
Template:Item List Garment Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
Template:Item List2 Garment Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
Template:Card Garment One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a Template:Card and every 40 Base STR.
Template:Card Garment One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a Template:Card and every 40 Base DEX.
Template:Card Garment If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card Template:Card for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
Template:Card Garment If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card Template:Card for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
Template:Item List2 Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
Template:Item List2 Footgear Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
Template:Item List2 Footgear Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
Template:Item List2 Footgear ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the Geffen Magic Tournament.
Template:Item List2 Footgear ATK+3%, increases long ranged physical damage by 5%. Obtained at the Geffen Magic Tournament. Good for ranged builds.
Template:Item List2 Footgear ATK +4 every 15 Base STR. When combined with Template:Item List2, increases Critical Damage by 15%.
Template:Item List2 Accessory ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
Template:Item List Accessory Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with Template:Item List and Template:Item List cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game.
Template:Item List2 Accessory STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side.
Template:Item List2 Accessory AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
Template:Item List Accessory Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, smash, pierce and blow.
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Upper costume headgear, garment costume If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects.
Template:Item List

Template:Item List

Upper costume headgear, garment costume If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects.
Template:Item List

Template:Item List
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Upper costume headgear, middle costume headgear, lower costume headgear These three boost melee damage.
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Upper costume headgear, middle costume headgear, lower costume headgear These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
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Upper costume headgear, middle costume headgear, lower costume headgear These three boost ranged damage.
Template:Item List Mid costume headgear This mid headgear costume stone is not yet implemented.
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Template:Item List
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Upper costume headgear, lower costume headgear, garment costume Template:Skill List
Pets
The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.

Tips and Tricks

Strategy (WIP)
The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.


Super Novice:

  • You can focus on hard-hitting skills like Bash and Mammonite, or deal sustained damage over time with Double Attack. Both can be amplified with Provoke and Magnum Break.
  • Like in the Mage build above, Safety Wall will still be your wall of safety in dangerous situations if you wish to have it, but it will cost a lot of skill points.
  • Go for a more or less even spread of STR, AGI and DEX, with AGI and DEX being a little higher for increased survivability and actually landing hits. Add some INT to the side for SP Recovery and better Heals. Put remaining points into VIT or LUK, whichever is preferable.
  • Watch your surroundings and always be ready to move out of harm's way. Archer-type monsters will can snipe from a distance and will often land hits, while mage-types like Evil Druid can cast a spell out of nowhere, and it can be potentially fatal.

When in a party... I have writer's block.


Ex. Super Novice When soloing, I get writer's block!

In a party setting, I also get writer's block!


Hyper Novice WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.


Hybrid (Work in progress)

File:Mage HN .jpg
Mage build Hyper Novice treading carefully in the Ancient Factory.
File:Mage HN .jpg
Placeholder screenshot.

(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required.

Stats and Traits

Stat Amount Notes
STR 1+ Leftover. Mainly used for increased carrying capacity.
AGI 60-80 Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
VIT 70-80 Increases Max HP while reducing the chances of getting inflicted by Poison.
INT 120+ Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
DEX 120+ At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
LUK 1+ Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
Trait Amount Notes
POW 0 Not needed.
STA 0 or 30-97 Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
WIS 0 or 30-97 Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
SPL 100 Primary trait. Max this for the highest possible Magic Damage.
CON 0 or 30-97 Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
CRT 0 Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?

Skills

Skills: Super Novice
Skill Level Notes
Super Novice
19.png Fire Bolt 4 Prerequisite for Fireball.
17.png Fire Ball 6-10 Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game.
10.png Sight 1 Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
14.png Cold Bolt 5 Prerequisite for Frost Diver.
15.png Frost Diver 1 Prerequisite for Storm Gust.
20.png Lightning Bolt 4 Prerequisite for Thunderstorm and Jupitel Thunder.
21.png Thunder Storm 1 Prerequisite for Lord of Vermillion.
11.png Napalm Beat 1 Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
16.png Stone Curse 1 Prerequisite for Earth Spike.
9.png Increase SP Recovery 5-10 Compensates for the Super Novice's very low SP pool.
28.png Heal 3-10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
12.png Safety Wall Optional Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
43.png 3 Prerequisite for Vulture's Eye.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
81.png Sightrasher 2 Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
83.png Meteor Storm 10 Bombards an area with meteors, dealing Fire Element damage.
89.png Storm Gust 1 or 10 Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired.

Notice: The skill has a tendency to push enemies to the upper right at the default orientation.

84.png Jupitel Thunder 5-10 An improved version of Lightning Bolt with an added knockback and removed cooldown.
85.png Lord of Vermilion 10 This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png 1-5 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
66.png Impositio Manus Optional Provides additional Weapon ATK and MATK to you and the whole party.
74.png Magnificat 5 Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
249.png Auto Guard Optional If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
5075.png Breakthrough Optional Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.

After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.

Skills: Hyper Novice (Example build - Jack Frost Nova)
There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
Skill Level Notes
Super Novice
9.png Increase SP Recovery 10 Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
28.png Heal 10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
12.png Safety Wall Optional Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
43.png 10 Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
66.png Impositio Manus Optional Provides additional ATK and MATK to you and the whole party.
74.png Magnificat Optional Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
249.png Auto Guard Optional If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
5075.png Breakthrough 5 Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
108.png Repair Weapon 1 Requires level 1 Template:Skill List and level 1 Template:Skill List

Repairs weapons AND ARMORS. Bring a few Steel and Rough Oridecon just in case so you don't have to go back to your save point or ask a Meister for repairs. Quality of life! Sad that it doesn't repair equipment broken by refining though.

All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.

Skill Level Notes
Hyper Novice
248.png Faith 7 or 9 Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
5455.png Meteor Storm Buster 5 or 8 The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 2.5 seconds
No Aftercast Delay

5456.png Jupitel Thunderstorm 9 Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds
Very short Aftercast Delay

5457.png Jack Frost Nova 10 A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Short Aftercast Delay

5458.png 5 or 10 An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10 Short-ish Aftercast Delay

5459.png Ground Gravitation 7 An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Significant Aftercast Delay! Be careful when using this skill!

5460.png Napalm Vulcan Strike 5 A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.

Fixed Cast Time: 1 seconds
Skill cooldown: 0.3 seconds
Short Aftercast Delay

5462.png Rule Break Optional The Mage Tree's AP skill significantly increases the damage of all skills for 5 minutes. However, because it uses up A LOT of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.

Equipment

Equipment
Super Novice
Item Type Way to obtain Notes
Paradise Set Chest Eden Academy, Base Level 100 'HIGHLY RECOMMENDED! Upon reaching Base Level 10. get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
5119.png Super Novice Hat [1] (5119) Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
2340.png Novice Breastplate [1] (2340) Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump (Template:Item List).
15012.png Puente Robe [1] (15012) Armor Orc Lady Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
2355.png Angelic Protection [1] (2355) Armor Eclipse MDEF+20

When complete, the Angel's Set gives a sizeable boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware the After Cast Delay that happens each time the skill is autocast.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
2183.png Modified Angelic Guard [1] (2183) Shield Mastering Part of the Angel's Set.
2512.png Novice Manteau [1] (2512) Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
20710.png Modified Angel's Cardigan [1] (20710) Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
2416.png Novice Shoes [1] (2416) Footgear Lighthalzen Armory Starter Shoes. Gives an HP boost.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Vocal Part of the Angel's Set. HP +100.
2628.png Novice Armlet [1] (2628) Accessory Izlude Armor Dealer Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
2607.png Clip [1] (2607) Accessory Dragon Fly Gives 10SP.
Expanded Super Novice (99-175)
Advanced Paradise Set Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 25223.png Eden Coin (25223) per piece.
450122.png Noblesse Super Novice Robe [1] (450122)

470017.png Noblesse Magic Boots [1] (470017)

480014.png Noblesse Magic Manteau [1] (480014)

490015.png Noblesse Magic Ring [1] (490015)

Equipment Set 10 6919.png Token of Honor (6919) per piece. Obtained by completing the account-wide Eden Academy questline. Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the 100128.png Noblesses Refine Ticket (100128) at a price of 10 6919.png Token of Honor (6919)
Template:Item List

Template:Item List

Template:Item List

Template:Item List

Equipment Set 3 Template:Item List per piece. Obtained by completing the account-wide Eden Academy quest chain. Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the Template:Item List, for the low cost of just 3 Template:Item List!
450126.png Grace Super Novice Robe [1] (450126)

470021.png Grace Magic Boots [1] (470021)

480019.png Grace Magic Manteau [1] (480019)

490020.png Grace Magic Ring [1] (490020)

Equipment Set 20 25669.png Unknown Parts (25669) per piece. Obtained by completing the 17.1_Illusion questline. Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
550044.png Paradise Super Novice Wand (550044) Rod Eden Academy, Base Level 100 and above Go back to where you got the Paradise Set and pay Labraham 10 25223.png Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A good mid game headgear that provides a lot of bonuses.
15068.png Advanced Angelic Protection [1] (15068) Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware of the After Cast Delay that happens each time the skill is autocast.

1680.png Crimson Rod [2] (1680) Rod Bathory, Laurell Weinder Gives a good amount of MATK at high refines. Better to use this as material for making other things instead of refining it to +15.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
{{#item20718}} Garment Faceworm's Nest Gives lots of DEF, some MDEF and various stats.

Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.

22008.png Temporal DEX Boots [1] (22008) Footgear Old Glast Heim

Temporal Boots

When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

2924.png INT Glove [1] (2924) Accessory Eclage Glove Seller (10 Splendide Coins) This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
2898.png Black Rosary [1] (2898) Accessory Nightmare Wraith Dead Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
Expanded Super Novice 175-200
19428.png Illusion Morpheus's Hood [1] (19428)

20948.png Illusion Morpheus's Shawl [1] (20948)

32239.png Illusion Morpheus's Bracelet [1] (32239)

32238.png Illusion Morpheus's Ring [1] (32238)

Equipment Set Illusion of Labyrinth Early-mid game set. It can be further boosted with an Template:Item List but it requires Template:Skill Info to use.

For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying Template:Item List, which will refine them at +7 - 10 at random.

Template:Item List Upper Headgear Horror Toy Factory, 300 Template:Item List Gives a good amount of MATK and can be very easily refined to +9 and above, thanks to Template:Item List, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor.
18874.png Monocle [1] (18874) Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted by the Template:Item List.
15377.png Illusion Armor Type B [1] (15377) Armor Illusion This is an upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. Template:Item List and two Template:Item List are recommended.
550044.png Paradise Super Novice Wand (550044) Rod Eden Academy, Base Level 100 and above If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
1680.png Crimson Rod [2] (1680) Rod Illusion A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
550080.png Freedom Stick [2] (550080) Rod Ancient Hero A really good rod which gives a boost to MATK, especially at high refines. If it is still too difficult to obtain, the Paradise Super Novice Wand will suffice.
550030.png Illusion Thorny Staff of Darkness [2] (550030) Rod Illusion of Twins Early-mid game rod that gives a lot of bonuses, especially when paired with an 19428.png Illusion Morpheus's Hood [1] (19428) . For this level range, refine both to at least a +7.

To easily get to +7, refine it to +4, obtain or buy Template:Item List and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory Cursed Knight Shield or Illusion Silver Guard still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral.
Template:Item List Shield Cash Shop A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
20934.png Illusion Engine Wing Type B [1] (20934) Garment Illusion Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with Template:Item List and 2 Template:Item List modules.
22197.png Illusion Leg Type B [1] (22197) Footgear Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either Template:Item List for more survivability or Template:Item List for more SP, and Template:Item List.
42209.png [9] (42209) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. Template:Item List and Template:Item List or Template:Item List are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
42210.png [10] (42210) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. Template:Item List and Template:Item List or Template:Item List are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
Hyper Novice 200-240
19428.png Illusion Morpheus's Hood [1] (19428)

20948.png Illusion Morpheus's Shawl [1] (20948) 32239.png Illusion Morpheus's Bracelet [1] (32239) 32238.png Illusion Morpheus's Ring [1] (32238)

Equipment Set Illusion of Labyrinth Completing the highly affordable Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an Template:Item List (or Illusion TSOD for short) but it requires Template:Skill Info to use.

For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with Template:Item List or Template:Item List

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Upper Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of Template:Item List for 3 Template:Item List a piece, because it will refine them to +7 - 10 at random.
Template:Item List Upper Headgear Horror Toy Factory, +9 Template:Item List and 1000 Template:Item List Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point. It is highly recommended to refine it to at least +12 to easily get the Dress' maximum bonus, which requires a total refine rate of +23. This is made relatively easy thanks to Template:Item List, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor. Pair it with the full set to experience the full power.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Template:Item List Lower Headgear Custom Headgear Quests Gives a tiny little bit of extra stats, MATK and MDEF.
Template:Item List Lower Headgear Headgear Awakening Requires Template:Item List. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
Template:Item List2 Armor Sage's Legacy An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
Template:Item List Rod Einbech Dungeon 3 Note: Template:Skill Info and Base Level 96 are required to equip this!"

A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped.

Template:Item List Rod Illusion of Twins A powerful rod that gives A LOT of bonuses, especially when paired with an Template:Item List. It can be enchanted by using Template:Item List There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
Template:Item List Rod Amicitia Dungeon A level 5 weapon that boosts Template:Skill Info and Template:Skill Info damage. Try refining this to +8.
Template:Item List Rod Illusion A strong rod that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
550069.png Glacier Wand (550069) Rod Issgard A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful 550089.png Dim Glacier Wand [1] (550089) is obtained.
Template:Item List Shield Cash Shop An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
Template:Item List Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
Template:Item List2 Garment Sage's Legacy Improved version of the Illusion Engine Wing. Choose between Template:Item List, Template:Item List and Template:Item List.
Template:Item List2 Footgear Sage's Legacy Improved version of the Illusion Leg. Enchant with the following: Template:Item List, Template:Item List and Template:Item List.
Template:Item List2 Footgear An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a Template:Item List. Try to refine this to +11, then use the Template:Item List to turn it to a +10 Hero Boots-LT.
Template:Item List Accessory Sage's Legacy An improved version of the Illusion Battle Chip. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
Template:Item List Accessory Sage's Legacy An improved version of the Illusion Battle Chip. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
Template:Item List2 Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to reduce Variable Casting Time.
Template:Item List2 Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to further pierce MDEF.
Hyper Novice 240-260
Template:Item List Upper Headgear Endeavor Token - EVT Refine Hammer A powerful headgear that provides large amounts of MATK, especially at higher refines and grades. Try to aim for at least Grade C, but Grade B is highly recommended.
Template:Item List Sunken Sands Upper Headgear Provides copious amounts of bonuses to MATK, magic elemental damage and ACD reduction, especially at higher refines, higher grades and when paired to the Survival Orb-LT. Highly recommended to get it to Grade B. This is one of, if not the best headgears for this build.
400111.png Vesper Headgear [1] (400111) Upper Headgear Somewhere in jupe_2 Currently the best-in-slot headgear. Refining and grading this results in a significant increase in damage. Grade this to B for the 0.5-second FCT reduction, so you can replace 25067.png Cast Stone (Garment) (25067) , 25170.png Minor Cast Stone (Garment) (25170) and 1000521.png Minor Casting Stone (Dual) (1000521) for something better.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Template:Item List Middle Headgear Requires a non-slotted Template:Item List and Template:Item List to slot. The most offensive-oriented of the three mid headgears. Try to get MATK or elemental magic bonuses.
Template:Item List Lower Headgear Custom Headgear Quests Gives a tiny little bit of extra stats, MATK and MDEF.
Template:Item List Lower Headgear Headgear Awakening Requires Template:Item List. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
Template:Item List Lower Headgear Sunken Sands MATK +10 and FCT -0.1 sec. Helps with FCT issues.
Template:Item List Lower Headgear Sunken Sands Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain.
Template:Item List2 Armor Sage's Legacy Refine this to +11 and choose between Template:Item List, Template:Item List and most especially Template:Item List.
Template:Item List2 Armor Direction of Prayer This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
Template:Item List2 Armor Nightmare Toy Factory This old, bloody dress is one of the best armors for this build. It is highly recommended to refine this to +12 and equip the whole set to reap its full benefits.
Template:Item List Rod Ancient Hero The current final form of the Freedom Stick is this Level 5 beast. Enables use of Level 5 Template:Skill Info at +7 and while it is focused on boosting Earth and Neutral element damage, pairing it with the Hero Boots-LT plus the added S.MATK at higher refines and grades makes it really good even for spells that aren't Earth and Neutral. A good upgrade over the Illusion Thorn Staff of Darkness at high refines and good enchants. Aim for at least a +11 Grade C and best paired with Template:Item List2
Template:Item List Rod Tomb of Remorse If Template:Skill List and Template:Skill List are your main skills, then this rod is very good at boosting their damage, especially at higher refines and grades.
550089.png Dim Glacier Wand [1] (550089) Rod Issgard Best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (6635) to refine.
Template:Item List Shield Cash Shop An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
Template:Item List Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get Template:Item List or Template:Item List.
Template:Item List2 Garment Legacy of Glast Heim - Temporal Stat Manteaus A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
Template:Item List2 Garment Sunken Sands A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears.
Template:Item List2 Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the Template:Item List. Try to aim for a +11 Grade C at least.
470204.png Moan of Corruption [1] (470204) Footgear One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses. Climbing noises not included. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction.
470122.png Beast's Leather Shoes [1] (470122) Footgear Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
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Accessory (Right) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
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Accessory (Left) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
Template:Item List Accessory (Left) Sunken Sands It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
Template:Item List Accessory Horror Toy Factory Part of the Celine set. Enables use of Level 1 Template:Skill Info
Template:Item List Accessory Nightmare Toy Factory Part of the Celine set.
Template:Item List2 Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to further pierce MDEF.
Template:Item List2 Shadow Gear Faceworm's Nest The centerpiece of the Super Magic Shadow Set and the next upgrade to the Super Novice Shadow Shield. Combining the Template:Item List2 (with level 10 Template:Skill Info of course) and this shield results in A LOT of MDEF pierce. 40% Racial MDEF pierce from this, 30% Normal MDEF pierce from the Gauntlet if Template:Skill Info is level 10, and an extra 3% Normal MDEF pierce per refine rate of the Gauntlet. To get Boss MDEF pierce though, you need to enchant a Template:Item List with the "Ignore MDEF of Boss Monsters" enchant.

Unlike what the description says, it DOES NOT need the Super Magic Shadow Cape and Boots below to get the elemental damage bonuses, just the required refine level. Additionally, while the description in-game says that it ignores Physical Defense, it actually ignores Magic Defense. Finally, the MDEF pierce comes from this shield, the Super Novice Shadow Gauntlet and their refine levels, EXCLUDING the other two items below. Type @battlestats or @bs to confirm.

Sample equipment builds (Coming soon!)
Super Novice
Item Type Way to obtain Notes
Template:Item List Chest Eden Academy, Base Level 100 Upon reaching Base Level 10, use the Paradise Magic Set provided by Eden Academy. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Expanded Super Novice (99-175)
Template:Item List Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, you'll be given this chest, which contains a surprisingly powerful weapon and a set of advanced Eden Armors which will suffice until you earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
175-200
Template:Item List Upper Headgear Cash Shop A good mid-late game headgear that provides a lot of bonuses.
Hyper Novice (WIP)
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Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4, buy a couple of Template:Item List for 3 Endeavor Coins a piece, because it will refine them to +7 - 10 at random.

Cards and Pets

Cards and Costume Stones
Card Slot Notes
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Headgear These cards increase elemental damage. Put them in high refine headgears.
  • Plaga: Neutral
  • Green: Earth
  • Tikbalang: Wind
  • Blue: Water
  • Red: Fire
  • Yellow: Ghost
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Headgear These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
  • Plagarion: Neutral
  • Fulgor: Earth
  • Litus: Wind
  • Vanilaqus: Water
  • Fillia: Fire
Template:Item List Headgear Dropped by all Bios Island non-boss monsters. A budget card with bonus effects depending on which card it is paired to. Good for the early-mid game.
Template:Item List Headgear Hate the excruciatingly long After-Cast Delay of Ground Gravitation or do you want to spam spells a bit faster? Then this card can help! Reduces ACD by 5%.
Template:Item List Headgear If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
Template:Item List Armor MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
Template:Item List Armor Currently the best-in-slot card. At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a Template:Item List card.
Template:Item List Armor If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%, add 1% every 3 refine rate. DEF +100 and VIT +3 at level 160+.
Template:Item List Armor If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%. Add 10% more HP at level 200+. Compared to the Ominous Solider card above, you get more HP but no DEF bonus.
Template:Item List Armor Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
Template:Item List Armor MATK +20. Uninterruptible casting outside of WoE.
Template:Item List Armor When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
Template:Item List Weapon Early-mid game card that boosts damage against small monsters.
Template:Item List Weapon Early-mid game card that boosts damage against Medium-sized monsters.
Template:Item List Weapon Early-mid game card that boosts damage against Large monsters.
Template:Item List Weapon When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
Template:Item List2 Weapon Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
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Weapon These cards boost elemental damage, especially at high refines.
  • Magic Poisoned Plaga: Neutral.
  • Deep Sea Sropho: Wind, but cheaper
  • Arch Plasma: Wind
  • Brinaranea: Water, but slightly cheaper and without the need for high refines.
  • Blue Pitaya: Water
  • E-EA1L: Fire, but cheaper
  • Red Pitaya: Fire
  • Spectral Plasma: Ghost
Template:Item List2 Shield The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get this if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
Template:Item List2 Shield Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
Template:Item List Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
Template:Item List2 Garment A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
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Garment These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
  • Purple Pitaya: Neutral
  • Arc Elder: Earth
  • Deep Sea Phen: Wind
  • Faceworm Larva: Water
  • Nightmare Ancient Mummy: Fire
  • Cave Flower (not implemented): Ghost
Template:Item List2 Garment When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
Template:Item List2 Garment When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
Template:Item List Garment The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
Template:Item List Garment Currently the best in slot garment card. Best paired with the armor card Template:Item List for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
Template:Item List2 Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
Template:Item List2 Footgear A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the Geffen Night Arena.
Template:Item List2 Footgear Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
Template:Item List2 Footgear Good for Wind and Water focused builds.
Template:Item List2 Footgear Good for Fire focused builds.
Template:Item List2 Footgear Good for Neutral and Earth focused builds.
Template:Item List2 Footgear Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
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Accessory These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
Template:Item List Accessory An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
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Accessory These cards boost elemental damage.
  • Elvira: Wind and Ghost (20%)
  • Firewind Kite: Wind (35%) Left accessory
  • Headless Mule: Water (20%)
  • Calmaring: Water (35%) Not yet implemented, Left accessory
  • Mavka: Fire and Earth (20%)
  • Lava Toad: Fire (35%) Left accessory
  • Ash Toad: Earth (35%) Left accessory
  • Ashhopper: Neutral (35%) Left accessory
  • Dwigh: Neutral (20%)
  • Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with Template:Item List
  • Crow Baron (level 200+): Fire and Wind (15%)
  • Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
Template:Item List Accessory Boosts MATK. Use two of these for a more even spread of damage across all elements.
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Upper costume headgear, mid costume headgear, lower costume headgear These three boost elemental damage and must be together for maximum effectiveness.
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Garment costume These two reduce FCT by 0.3 and 0.5 seconds respectively. They're important because the FCT of a lot of HN magic spells is 1.5 seconds.
Template:Item List Lower costume headgear This lower headgear costume stone is not yet implemented.
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Upper costume headgear, mid costume headgear, garment costume Template:Skill List
Pets

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.

  • Template:Item List: MATK +4%. The mainstream go-to pet for mage builds.
  • Template:Item List: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
  • Template:Item List: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.

Tips and Tricks

Strategy (WIP)
The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.


Super Novice:

  • Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
  • Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
  • DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
  • Due to the Super Novice having absolutely atrocious HP and SP pools until level 99, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere 700 HP. It's better to completely evade attacks instead of taking a hit with such low HP.
  • Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
  • When in a party... I have writer's block!


Ex. Super Novice

When soloing, I get writer's block!

In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.


Hyper Novice WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest hell.


Leveling

This section is undergoing renovations.

While there is a general Leveling Guide available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.

Novice

Lv1 - ??? - Work in progress

  • Do the MuhRO starter quest

Super Novice WORK IN PROGRESS

Lv45 - Lv85

  • Once you reach base level 45, continue the MuhRO main tutorial quest. Invest points into AGI so your Flee will go up to around 300 or so. That way, once you reach the Poring Instance, it will be relatively easy to solo, King Poring MVP included.

Lv85 - Lv99

  • Work in progress

Expanded Super Novice

Work in progress

Hyper Novice

200-215

  • Illusion of Labyrinth - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
  • Illusion of Underwater 2 - Bring Coldproof potions. Beware the Jellymon Deep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220.
  • Niflheim Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by Rubik's Ghost Cube.
  • Rudus 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.

200-240 (Alternate leveling)

  • Thanatos Tower 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.

215-230

  • Amicitia Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.

230-240

  • Amacitia Dungeon 2 - Full Chemical Protection is needed due to Lava Eater's tendency to break armors, but Safety Wall should help deal with that problem to a certain extent. Shining DEF scrolls are also recommended due to the horses frequently casting Storm Gust and causing Frozen.

230+ (Alternate leveling)

  • Airship Crash - Except for the Mosquitoes, all mobs move very slowly and can be easily kited with ranged attacks. For melee builds, Safety Wall is advised when fighting Melted Poring due to Strip Shadow Gear. Shadow or Undead element armors are recommended when fighting Rotten Tree because of Dark Grand Cross.

240+

  • Niflheim Dungeon 2 - Nif2 is a relatively mobby place but is manageable for the most part. It is one of, if not the fastest way to level up from 240 and above, especially with a 12-man party with Kim (Troubador with Mr. Kim's a Rich Man). For Physical Hyper Novices, watch out for the Loli's Lex Divina, which can cause Silence even with 100 INT. Also watch out for the occasional Brandish Spear, which may result in an instant kill.