Rakugaki's PvM Hyper Novice: Difference between revisions

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→‎Cards and Pets: Slightly cleaner, or much messier... I dunno.
(→‎Equipment: Just learned the rowspan trick! Dunno if this'll make my messy guide a bit cleaner. Anyways~)
(→‎Cards and Pets: Slightly cleaner, or much messier... I dunno.)
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{{#item:4599}} <br>
{{#item:4599}} <br>
{{#item:4598}} <br>
{{#item:4598}} <br>
|Headgear
|rowspan="6"| Headgear
|These cards increase elemental damage. Put them in high refine headgears.
|These cards increase elemental damage. Put them in high refine headgears.
*Plaga: Neutral
*Plaga: Neutral
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{{#item:300257}} <br>
{{#item:300257}} <br>
{{#item:300256}} <br>
{{#item:300256}} <br>
|Headgear
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
*Plagarion: Neutral
*Plagarion: Neutral
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|-
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|{{#item:27328}}
|{{#item:27328}}
|Headgear
|Early-game card. It can be paired with multiple cards for more bonuses.
|Early-game card. It can be paired with multiple cards for more bonuses.
|-
|-
|{{#item:300359}}
|{{#item:300359}}
|Headgear
|Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova.
|Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova.
|-
|-
|{{#item:300174}}
|{{#item:300174}}
|Headgear
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|-
|-
|{{#item:4241}}
|{{#item: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.
|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.
|-
|-
|{{#item:300308}}
|{{#item:300308}}
|Armor
|rowspan="7"| Armor
|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 {{#item:300424}} 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 {{#item:300424}} card.
|-
|-
|{{#item:300361}}
|{{#item:300361}}
|Armor
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|-
|-
|{{#item:300376}}
|{{#item: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 armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|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 armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|-
|-
|{{#item:4023}}
|{{#item:4023}}
|Armor
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|-
|-
|{{#item:4392}}
|{{#item: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.
|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.
|-
|-
|{{#item:300529}}
|{{#item:300529}}
|Armor
|At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere.
|At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere.
|-
|-
|{{#item:300472}}
|{{#item:300472}}
|Armor
|A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand.
|A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand.
|-
|-
|{{#item:27196}}
|{{#item:27196}}
|Weapon
|rowspan="8"|Weapon
|Early-mid game card that boosts damage against small monsters.
|Early-mid game card that boosts damage against small monsters.
|-
|-
|{{#item:27289}}
|{{#item:27289}}
|Weapon
|Early-mid game card that boosts damage against Medium-sized monsters.
|Early-mid game card that boosts damage against Medium-sized monsters.
|-
|-
|{{#item:27286}}
|{{#item:27286}}
|Weapon
|Early-mid game card that boosts damage against Large monsters.
|Early-mid game card that boosts damage against Large monsters.
|-
|-
|{{#item:4394}}
|{{#item: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.
|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.
|-
|-
|{{#item:27384}}
|{{#item:27384}}
|Weapon
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|-
|-
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{{#item:300106}} <br>
{{#item:300106}} <br>
{{#item:300009}}
{{#item:300009}}
|Weapon
|These cards boost elemental damage, especially at high refines.  
|These cards boost elemental damage, especially at high refines.  
*Magic Poisoned Plaga: Neutral.
*Magic Poisoned Plaga: Neutral.
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|{{#item:300442}}
|{{#item: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.
|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.
|-
|-
|{{#item:300455}}
|{{#item:300455}}
|Weapon
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies.
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies.
|-
|-
|{{#item:27356}}
|{{#item:27356}}
|Shield
|rowspan="4"|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.
|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.
|-
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|{{#item:27385}}
|{{#item: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.
|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.
|-
|-
|{{#item:4413}}
|{{#item: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.
|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.
|-
|-
|{{#item:300379}}
|{{#item:300379}}
|Shield
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|-
|{{#item:27176}}
|{{#item:27176}}
|Garment
|rowspan="11"|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.
|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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{{#item:4657}} <br>
{{#item:4657}} <br>
{{#item:300372}} <br>
{{#item:300372}} <br>
|Garment
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
*Purple Pitaya: Neutral
*Purple Pitaya: Neutral
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|{{#item:300269}}
|{{#item: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.
|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.
|-
|-
|{{#item:300273}}
|{{#item: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.
|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.
|-
|-
|{{#item:300260}}
|{{#item: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.
|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.
|-
|-
|{{#item:300375}}
|{{#item: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.
|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.
|-
|-
|{{#item:300424}}
|{{#item:300424}}
|Garment
|Best paired with the armor card {{#item: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.
|Best paired with the armor card {{#item: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.
|-
|-
|{{#item:300521}}
|{{#item:300521}}
|Garment
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}.
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}.
|-
|-
|{{#item:300522}}
|{{#item:300522}}
|Garment
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}.
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}.
|-
|-
|{{#item:27362}}
|{{#item:27362}}
|Garment
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this.
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this.
|-
|-
|{{#item:4576}}
|{{#item:4576}}
|Garment
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this.
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this.
|-
|-
|{{#item:27249}}
|{{#item:27249}}
|Footgear
|rowspan="8"|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]].
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#item:300177}}
|{{#item: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]].
|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]].
|-
|-
|{{#item:4658}}
|{{#item:4658}}
|Footgear
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|-
|-
|{{#item:27255}}
|{{#item:27255}}
|Footgear
|Good for Wind and Water focused builds.
|Good for Wind and Water focused builds.
|-
|-
|{{#item:27253}}
|{{#item:27253}}
|Footgear
|Good for Fire focused builds.
|Good for Fire focused builds.
|-
|-
|{{#item:27250}}
|{{#item:27250}}
|Footgear
|Good for Neutral and Earth focused builds.
|Good for Neutral and Earth focused builds.
|-
|-
|{{#item:27179}}
|{{#item: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.
|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.
|-
|-
|{{#item:300458}}
|{{#item:300458}}
|Footgear
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises.
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises.
|-
|-
|{{#item:4077}}
|{{#item:4077}}
{{#item:4327}}
{{#item:4327}}
|Accessory
|rowspan="4"|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.
|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.
|-
|-
|{{#item:27026}}
|{{#item:27026}}
|Accessory
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|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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{{#item:300267}} <br>
{{#item:300267}} <br>
{{#item:300268}} <br>
{{#item:300268}} <br>
|Accessory
|These cards boost elemental damage.
|These cards boost elemental damage.
*Elvira: Wind and Ghost (20%)
*Elvira: Wind and Ghost (20%)
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|-
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|{{#item:300243}}
|{{#item:300243}}
|Accessory
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|-
|-
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