Rakugaki's PvM Hyper Novice: Difference between revisions
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(→Tips and Tricks: Added GaoSuper leveling path. Will add more details when I have more free time to watch the full video. HAIL GAOSUPER! :PandaAdmireWizard:) |
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{| class="wikitable" width="35%" style="background-color:#ffffcc;" | {| class="wikitable" width="35%" style="background-color:#ffffcc;" | ||
|rowspan="2"|''' | |rowspan="2"|'''NOTICE''' | ||
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress | ! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress | ||
|- | |- | ||
|style="text-align:center;| The Magical section is updated | |style="text-align:center;| The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info. | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
|{{#Skill:268}} | |{{#Skill:268}} | ||
|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 275, 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. | |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 275, 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. If you think being in SB mode is more of a detriment, you can go back and click on the Healer NPC to remove it, or you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you. | ||
'''This skill will always trigger at Base Level 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene | '''This skill will always trigger at Base Level 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene | ||
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== Mage == | == Mage == | ||
[[File:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.]] | [[File:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.]] | ||
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br> | |||
Click here for a more specialized and in-depth guide on Magic Hyper Novices: | The Super Novice can take one of two routes - Magic 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 Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).'' | ||
===Stats and Traits=== | ===Stats and Traits=== | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 164: | Line 163: | ||
|CRT | |CRT | ||
|0-72 | |0-72 | ||
|After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making | |After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making {{#skill:28}} spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD and ASPD, one can spam heal to save on a lot of potions and zeny (I'm a cheapskate XD). However, a decent amount of ACD reduction (30%+) and ASPD (170+) are needed for it to be effective. | ||
|- | |- | ||
|} | |} | ||
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice | ! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice - Jack Frost Nova | ||
|- | |- | ||
|Here's my | |Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage. | ||
[[File:HN Mage 1.png|left|900x900px|thumb]] | [[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]] | ||
[[File:HN Mage 2.png|left|900x900px|thumb]] | [[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!-- | ||
[[File:HN Mage 3.png|left|900x900px|thumb|The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top | [[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]] | ||
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] --> | |||
[[File:HN Mage 3 ver 2.png|left|900x900px|thumb|The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!]] | [[File:HN Mage 3.png|left|900x900px|thumb|The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top.]] | ||
[[File:HN Mage 3 ver 2.png|left|900x900px|thumb|The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!]] <!-- | |||
[[File:HN JLvl65 Offensive.png|left|900x900px|thumb|'''Job Level 65.''' This screenshot shows a purely offensive, more glass cannon build. Deals more damage than the defensive build below by about 10-15%.]] | |||
[[File:HN JLvl65 Defensive.png|left|900x900px|thumb|'''Job Level 65.''' This screenshot shows a build with less damage (by appx. 10-15% over the offensive one), but can survive better, thanks to level 5 {{#skill:5505}}.]] --> | |||
[[File:HN JFN Build.jpg|left|900x900px|thumb|JFN Hyper Novice in Depth2.]] | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
| Line 417: | Line 419: | ||
! style=" width: 90% " | Notes | ! style=" width: 90% " | Notes | ||
|- | |- | ||
| style="background-color: # | | style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice''' | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:5450}} | ||
| | |5+ | ||
| | |Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:5455}} | ||
| | |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. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage. | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 2.5 seconds<br> | |||
Aftercast Delay: 0.3 seconds | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5456}} | ||
|10 | |9 or 10 | ||
| | |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<br> | |||
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br> | |||
Aftercast Delay: 0.5 seconds<br> | |||
Max AoE of 9x9 and max of 10 hits at level 9. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5457}} | ||
|10 | |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. | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 3 seconds<br> | |||
Aftercast Delay: 0.3 seconds<br> | |||
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5458}}Hell's Drive | ||
| | |5 or 10 | ||
|An | |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. Needs at least 30% ACD Reduction at level 10 for full effectiveness. | ||
Fixed Cast Time: 1 second<br> | |||
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br> | |||
Aftercast Delay: 1 second<br> | |||
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5459}} | ||
| | |7 - 10 | ||
| | |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, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is '''PAINFUL''' below level 9, so use it carefully! | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 5 seconds<br> | |||
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br> | |||
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above. | |||
|- | |||
|{{#Skill:5460}} | |||
|5 | |||
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires 40% ACD reduction and at least 173 ASPD for maximum spamming. | |||
Fixed Cast Time: 1 seconds<br> | |||
Skill cooldown: 0.3 seconds<br> | |||
Aftercast Delay: 0.5 seconds<br> | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5462}} | ||
|Optional | |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. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:5505}} | ||
| | |Optional | ||
| | |Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get. | ||
|- | |- | ||
| | |} | ||
|} | |||
| | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice - ASPD Napalm Vulcan Strike | |||
| | |||
|- | |- | ||
| | |Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the {{#item:400545}} + {{#item:550133}} combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least 40% ACD reduction and 180+ ASPD are recommended. Unlike the Jack Frost Nova build above, piano skills and proper skill rotation aren't needed. Just set up a smartkey/smartcast [[Patcher#Turbo_Setup|Turbo]], open up with another skill like Ground Gravitation or Jack Frost Nova to tenderize them a bit, aim, and start spraying them with angry thoughts and/or angry souls. | ||
[[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]] | |||
[[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!-- | |||
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]] | |||
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] --> | |||
[[File:HN Mage 3svs.png|left|900x900px|thumb|This build is designed to be tanky and comfy to use. NVS and an opener are maxed. In this case, the opener is Ground Gravitation. However, when you're farming in Depth1 and Depth2, Jack Frost Nova is the better opener, so annoying stripper frogs and frustratingly quake-happy salamanders are killed faster.]] <!-- | |||
[[File:HN Mage 3svs 65.png|left|900x900px|thumb|'''Job Level 65.''' Improved, job level 65 version, not obtainable yet.]] | |||
[[File:HN NVS.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]] --> | |||
[[File:HN NVS 2.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]] | |||
{| class="wikitable" width="100%" | |||
! style=" width: 15% " | Skill | |||
! style=" width: 5% " | Level | |||
! style=" width: 90% " | Notes | |||
|- | |- | ||
| | | style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice''' | ||
| | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5450}} | ||
|5+ | |||
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree. | |||
|- | |||
|{{#Skill:5455}} | |||
|5 | |5 | ||
| | |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. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage. | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 2.5 seconds<br> | |||
Aftercast Delay: 0.3 seconds | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5456}} | ||
| | |5 | ||
| | |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<br> | |||
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br> | |||
Aftercast Delay: 0.5 seconds<br> | |||
Max AoE of 9x9 and max of 10 hits at level 9. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5457}} | ||
| | |5 or 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. | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 3 seconds<br> | |||
Aftercast Delay: 0.3 seconds<br> | |||
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5458}}Hell's Drive | ||
| | |5 | ||
| | |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. Needs at least 30% ACD Reduction at level 10 for full effectiveness. | ||
Fixed Cast Time: 1 second<br> | |||
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br> | |||
Aftercast Delay: 1 second<br> | |||
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5459}} | ||
| | |5 or 10 | ||
| | |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, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is '''PAINFUL''' below level 9, so use it carefully! | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 5 seconds<br> | |||
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br> | |||
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5460}} | ||
|5 | |10 | ||
| | |A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires at least 30% ACD reduction and 174 ASPD for maximum spamming. | ||
Fixed Cast Time: 1 seconds<br> | |||
Skill cooldown: 0.3 seconds<br> | |||
Aftercast Delay: 0.5 seconds<br> | |||
|- | |||
|{{#Skill:5462}} | |||
|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. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:5505}} | ||
| | |Optional | ||
| | |Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get. | ||
|- | |- | ||
|} | |||
|} | |} | ||
===Equipment=== | |||
{| class="wikitable" | <!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]] | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Fire Ball | |||
|- | |- | ||
| | |[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] --> | ||
| | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
| | |||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Equipment | |||
| | |||
|- | |- | ||
| | | | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (45-99)''' | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 20% " | Item | ||
! style=" width: 10% " | Type | |||
! style=" width: 15% " | Way to obtain | |||
! style=" width: 65%" | Notes | |||
|- | |- | ||
| | |'''Paradise Set''' | ||
| | |Equipment Set | ||
| | |[[Beginners Guide|Eden Academy]], Base Level 10 | ||
|'''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. | |||
|- | |- | ||
|{{# | |{{#item:5119}} | ||
| | |Upper Headgear | ||
| | |Lighthalzen Armory (unslotted) | ||
Holden (slotted) | |||
|Starter Headgear. Gives +1 all stats. | |||
|- | |- | ||
|{{# | |{{#item: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 ({{#item:2352|Tattered Novice Ninja Suit }}). | |||
|- | |- | ||
|{{# | |{{#item:2113}} | ||
| | |Shield | ||
| | |rowspan="3"| Lighthalzen Armory | ||
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. | |||
|- | |- | ||
|{{# | |{{#item:2512}} | ||
| | |Garment | ||
| | |Starter Garment - gives 10% Neutral resistance. | ||
|- | |- | ||
|} | |{{#item:2416}} | ||
| | |Footgear | ||
|Starter Shoes. Gives an HP boost. | |||
|- | |- | ||
|{{#item:5125}} | |||
|Upper Headgear | |||
|Toad | |||
|Part of the Angel's Set. Adds 3% SP recovery. | |||
|- | |- | ||
| | |{{#item:15012}} | ||
|Armor | |||
|Orc Lady | |||
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills. | |||
|- | |- | ||
|{{#item: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. | |||
|- | |- | ||
| | |{{#item:2183}} | ||
|Shield | |||
|Mastering | |||
|Part of the Angel's Set. | |||
|- | |||
|{{#item:20710}} | |||
|Garment | |||
|Vagabond Wolf | |||
|Part of the Angel's Set. Adds 5% HP recovery. | |||
|- | |- | ||
| | |{{#item:22015}} | ||
|Footgear | |||
|Vocal | |||
|Part of the Angel's Set. HP +100. | |||
|- | |- | ||
| | |{{#item:2628}} | ||
| | |rowspan="2"| Accessory | ||
| | |Izlude Armor Dealer | ||
|' | |Starter accessory. Doesn't give any stats, but at least it's slotted and cheap. | ||
|- | |- | ||
|{{#item: | |{{#item:2607}} | ||
| | |Dragon Fly | ||
| | |Gives 10SP. | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)''' | ||
| | |||
|- | |- | ||
| | |'''Advanced Paradise Set''' | ||
| | |rowspan="4"| Equipment Set | ||
| | |[[Beginners Guide|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 {{#item:25223}} per piece. | ||
|- | |- | ||
|{{#item: | |{{#item:450122}} | ||
| | {{#item:470017}} | ||
| | |||
{{#item:480014}} | |||
{{#item:490015}} | |||
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]] | |||
|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 {{#item:100128}} at a price of 10 {{#item:6919}} | |||
|- | |- | ||
|{{#item: | |{{#item:450124}} | ||
| | {{#item:470019}} | ||
| | |||
{{#item:480017}} | |||
{{#item:490018}} | |||
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]] | |||
|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 {{#item:100129}}, at the cost of... | |||
|- | |- | ||
|{{#item: | |{{#item:450126}} | ||
| | {{#item:470021}} | ||
| | |||
{{#item:480019}} | |||
{{#item:490020}} | |||
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] | |||
|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. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}. | |||
|- | |- | ||
|{{#item: | |{{#item:550044}} | ||
| | |rowspan="2"| Rod | ||
| | |[[Beginners Guide|Eden Academy]], Base Level 100 and above | ||
| | |Go back to where you got the Paradise Set and pay Labraham 10 {{#item:25223}}. Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined. | ||
|- | |- | ||
|{{#item: | |{{#item:550080}} | ||
| | |[[Bioresearch Laboratory]], Base Level 100 and above | ||
| | |An ancient rod. See the link above for more info on patenting it. | ||
|- | |- | ||
|{{#item: | |{{#item:5897}} | ||
| | |Upper Headgear | ||
| | |[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings]] | ||
| | |A good mid game headgear that provides a lot of bonuses. | ||
|- | |- | ||
|{{#item: | |{{#item:2113}} | ||
| | |Shield | ||
|Lighthalzen Armory | |Lighthalzen Armory | ||
| | |One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral. | ||
|- | |- | ||
|{{#item: | |{{#item:22008}} | ||
|Footgear | |Footgear | ||
| | |[[Old Glast Heim]] | ||
| | |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!''' | |||
|- | |- | ||
|{{#item: | |{{#item:2924}} | ||
|Accessory | |rowspan="2"| 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. | ||
|- | |- | ||
|{{#item: | |{{#item:2898}} | ||
| | |Nightmare Wraith Dead | ||
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen. | |||
|Gives | |||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice ( | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)''' | ||
|- | |- | ||
| | |{{#item:400054}} | ||
| | {{#item:400044}} | ||
|[[ | |Upper Headgear | ||
| | |[[OS / OS-LT Headgears]] | ||
|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. | |||
|- | |- | ||
|{{#item: | |{{#item: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 {{#item:6396}}. | |||
| | |||
| | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:15377}} | ||
|rowspan="2"| Armor | |||
|[[17.1 Illusion]] | |||
|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. {{#item:39540}} and two {{#item:39535}} are recommended. | |||
| | |||
| | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:450128}} | ||
|[[17.2 Sage Legacy]] | |||
|An improved version of the Illusion Armor, it gives a sizeable 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 {{#item:1000128|Automatic Module (Magical Force)}}, {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and {{#item:1000168|Automatic Module (Shadow Spell)}}. | |||
| | |||
| | |||
|- | |- | ||
|{{#item:550044}} | |{{#item:550044}} | ||
|Rod | |rowspan="3"| Rod | ||
|[[Beginners Guide|Eden Academy]], Base Level 100 and above | |[[Beginners Guide|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. | ||
|- | |- | ||
|{{#item: | |{{#item:26151}} | ||
|[[OS / OSAD Weapons]] | |||
|[[ | |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. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:550081}} | ||
|[[Bioresearch Laboratory]] | |||
|[[ | |An upgraded version of {{#item:550080}}. Refine it to +7 to gain access to level 5 {{#skill:2449}}, which will make leveling and killing monsters a lot easier. | ||
| | |||
|- | |- | ||
|{{#item:2113}} | |{{#item:2113}} | ||
|Shield | |rowspan="3"| Shield | ||
|Lighthalzen Armory | |Lighthalzen Armory | ||
| | |Illusion Silver Guard, Magic Absorber, Glacier Shield or Mad Bunny-LT still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. It may also help in reducing, or even fully negating Lasgand's Earth and Fire element attacks when paired with the right equipment and cards. | ||
|- | |- | ||
|{{#item: | |{{#item:28942}}<br>[[Cursed Knight Shield]] | ||
| | |MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something) | ||
[[File:SN Boots.png|40x40px]] | |||
| | |A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too. | ||
|- | |- | ||
|{{#item: | |{{#item:460018}} | ||
| | |[[Illusion of Twins]] | ||
| | |Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives. | ||
|- | |- | ||
|{{#item: | |{{#item:20934}} | ||
| | |rowspan="2"| Garment | ||
| | |[[17.1 Illusion]] | ||
| | |Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with {{#item:39542|Modification Orb<br>(Above All)}} and 2 {{#item:39537|Modification Orb (Fast)}} modules. | ||
|- | |- | ||
| | |{{#item:480021}} | ||
|[[17.2 Sage Legacy]] | |||
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}. | |||
|- | |- | ||
|{{#item: | |{{#item:22197}} | ||
|rowspan="3"| Footgear | |||
| | |[[17.1 Illusion]] | ||
|[[ | |Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:22238}} | ||
| | | | ||
| | |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 {{#item:550081}}. Try to refine this to +11, then use the {{#item:100747}} to turn it to a +10 Hero Boots-LT. | ||
|- | |- | ||
|{{#item: | |{{#item:470023}} | ||
|[[17.2 Sage Legacy]] | |[[17.2 Sage Legacy]] | ||
| | |Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}. | ||
|- | |- | ||
|{{#item: | |{{#item:32209}} | ||
| | |rowspan="4"| Accessory | ||
|[[ | |rowspan="2"| [[17.1 Illusion]] | ||
| | |One of the best accessories for this build. Grants MATK +5%. {{#item:29545|Modification Orb<br>(Magic Healing)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} 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. | ||
|- | |- | ||
|{{#item: | |{{#item:32210}} | ||
| | |One of the best accessories for this build. Grants MATK +5%. {{#item:29546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} 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. | ||
|- | |- | ||
|{{#item: | |{{#item:490026}} | ||
| | |rowspan="2"| [[17.2 Sage Legacy]] | ||
|[[ | |An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | ||
|An | |||
|- | |- | ||
|{{#item: | |{{#item:490027}} | ||
| | |An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | ||
| | |||
|- | |- | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)''' | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:400263}} | ||
| | {{#item:400265}} | ||
|[[ | |Upper Headgear | ||
| | |[[OS / OS-LT Headgears]] | ||
|Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. | |||
|- | |- | ||
|{{#item: | |{{#item:410092}} | ||
| | |Middle Headgear | ||
|[[ | |rowspan="2"| [[Rudus]] | ||
| | |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 {{#item: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. | ||
|- | |- | ||
|{{#item: | |{{#item:420003}} | ||
| | |Lower Headgear | ||
| | |Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD. | ||
|- | |- | ||
|{{#item: | |{{#item:450178}} | ||
| | |rowspan="2"| Armor | ||
| | |[[Gray Wolf Equipment]] | ||
|An | |An improved version of the Automatic Armor, it gives a large increase in MATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. | ||
|- | |- | ||
|{{#item: | |{{#item:450207}} | ||
|[[Issgard Equipment]] | |||
|[[ | |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. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:550057}} | ||
| | |rowspan="3"| Rod | ||
|[[ | |[[Amicitia]] | ||
| | |A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8. | ||
|- | |- | ||
|{{#item: | |{{#item:550075}} | ||
|[[OS / OSAD Weapons]] | |||
|[[ | |A stronger and sadder version of the {{#item: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. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:550069}} | ||
|[[Issgard Equipment]] | |||
|[[ | |A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful {{#item:550089}} is obtained. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:460018}} | ||
| | |rowspan="3"| 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. | ||
|- | |- | ||
|{{#item:28946}}<br>[[Cursed Knight Shield]] | |||
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! '''MAMAU!!!!!!!''' (transforms into... something) | |||
[[File:SN Boots.png|40x40px]] | |||
|The upgraded form of {{#item:28942}} has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!! | |||
|- | |- | ||
| | |{{#item:460005}} | ||
|[[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. | |||
|- | |- | ||
|{{#item: | |{{#item:480090}} | ||
{{#item: | |rowspan="3"| Garment | ||
|[[Gray Wolf Equipment]] | |||
|[[ | |Improved version of the Illusion Engine Wing and Automatic Engine Wing. | ||
| | |- | ||
|{{#item:480160}} | |||
|[[Issgard Equipment]] | |||
|Improved version of the Gray Wolf Muffler. | |||
|- | |- | ||
|{{#item: | |{{#item:480125}} | ||
|[[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 Sunglasses and Victory Wing Ears. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:470094}} | ||
| | |rowspan="3"| 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 {{#item:550082}}. Try to aim for a +11 Grade C at least. | ||
|- | |- | ||
|{{#item: | |{{#item:470088}} | ||
|[[Gray Wolf Equipment]] | |[[Gray Wolf Equipment]] | ||
| | |Improved version of the Illusion Leg and Automatic Leg. | ||
|- | |- | ||
|{{#item: | |{{#item:470116}} | ||
|[[Issgard Equipment]] | |[[Issgard Equipment]] | ||
| | |Improved version of the Gray Shoes. | ||
|- | |- | ||
|{{#item: | |{{#item:490052}} | ||
| | {{#item:490064}} | ||
|[[ | |Accessory (Right) | ||
| | |rowspan="2"| [[Thanatos Tower]] | ||
|rowspan="2"|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. | |||
|- | |- | ||
|{{#item: | |{{#item:490053}} | ||
{{#item:490065}} | |||
|Accessory (Left) | |||
|- | |- | ||
|- | |- | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)''' | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:400111}} | ||
| | |Upper Headgear | ||
| | |Juperos F2 near entrance | ||
| | |One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better. | ||
|- | |- | ||
|{{#item: | |{{#item:410080}} | ||
| | |rowspan="2"| Middle Headgear | ||
|[[ | |[[Verus]] | ||
| | |A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants. | ||
|- | |- | ||
|{{#item: | |{{#item:400002}} | ||
|[[Amicitia]] (0.05%) | |||
|[[ | |A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants. | ||
|A | |||
|- | |- | ||
|{{#item: | |{{#item:420066}} | ||
| | |Lower Headgear | ||
| | |[[Equipment_Crafting#Jewy_-_Orbs_of_Survival,_Survival_Circlet,_Heart_Wings_Hairband,_Rosary's_Necklace,_Drooping_Gunslinger|Equipment Crafting]] (non-LT)<br>[[Various_Headgears_Reform#Orbs_of_Survival|Various Headgears Reform]] | ||
|Lower headgear that boosts magical damage while reducing variable casting time. | |||
|- | |- | ||
|{{#item: | |{{#item:450271}} | ||
| | |Armor | ||
|[[ | |[[20 The Immortal]] | ||
| | |An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. | ||
|- | |- | ||
|{{#item: | |{{#item:550089}} | ||
| | |Rod | ||
|[[Issgard Equipment]] | |[[Issgard Equipment]] | ||
| | |2nd 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 {{#item:6635}} to refine. | ||
|- | |- | ||
|{{#item: | |{{#item:460040}} | ||
|Shield | |||
| | |Episode 20 | ||
| | |Easy to get and fully enchant - the rewards from [[20 The Immortal]] is enough to obtain one and fully enchant. Upgrade it to Grade C and refine it to +10. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more! | ||
| | |||
|- | |- | ||
|{{#item:480284}} | |||
|rowspan="2"| Garment | |||
|[[20 The Immortal]] | |||
|This muffler doesn't emit greenhouse gases, but it does emit a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. | |||
|- | |- | ||
|{{#item:480233}} | |||
|[[Varmundt's Biosphere]] | |||
|A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation. | |||
|- | |||
|{{#item:470198}} | |||
|rowspan="2"| Footgear | |||
|[[20 The Immortal]] | |||
|A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come. | |||
|- | |||
|{{#item:470204}} | |||
|Sunken Ship | |||
|Climbing and/or moaning noises not included. One of, if not the best footgear due to the 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. Grade A is definitely the best, because SPL is one of the major factors affecting all of the skills' damage. | |||
|- | |||
|{{#item:490304}} | |||
|Accessory (Right) | |||
|rowspan="2"| Upper Headgear | |||
|One of the best-in-slot accessories. EXPENSIVE to enchant! | |||
|- | |||
|{{#item:490307}} | |||
|Accessory (Left) | |||
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant! | |||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+''' | ||
|- | |- | ||
|{{#item: | |{{#item:400545}} | ||
|Upper Headgear | |rowspan="2"| Upper Headgear | ||
| | |Depth 2 | ||
|One of the best upper headgears for this build | |One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to utterly infuriating RNG. | ||
|- | |- | ||
|{{#item: | |{{#item:400724}} | ||
|[[21 Age of Heroes]] | |||
|[[ | |Probably the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits. | ||
|A | |||
|- | |- | ||
|{{#item: | |{{#item:410233}} | ||
|Middle Headgear | |Middle Headgear | ||
|[[ | |rowspan="2"| [[Alice Twisted Madness]] | ||
| | |Get VCT, ACD, MATK or S.MATK enchants. | ||
|- | |- | ||
|{{#item: | |{{#item:420213}} | ||
|Lower Headgear | |Lower Headgear | ||
| | |Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds. | ||
| | | | ||
|- | |- | ||
|{{#item: | |{{#item:450284}} | ||
|Armor | |rowspan="2"| Armor | ||
|[[ | |[[Varmundt's Biosphere Depth]] | ||
| | |The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines. | ||
|- | |||
|{{#item:450173}} | |||
|[[Constellation Tower]] | |||
|The best-in-slot armor, '''but only if all the stars align'''. {{#item:450284}} by itself is a lot more powerful, so stick to it in the meantime. But once you obtain the following: | |||
*{{#item:480351}} with {{#item:313018}} | |||
*{{#item:490136}} with {{#item:313038}} | |||
*{{#item:490485}} with {{#item:312996}} | |||
There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast. | |||
|- | |||
|{{#item:550133}} | |||
|rowspan="2"| Rod | |||
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]] | |||
|If you're level 250 and above, you can skip {{#item:550089}} and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts {{#Skill:5455}} and {{#Skill:5458}} damage. | |||
When paired with {{#item:400545}}, it greatly boosts {{#Skill:5460}} damage and has a 50% chance to autocast {{#Skill:5220}}, but requires high ASPD (175+), ACD reduction (30% and above), and [[Patcher#Turbo_Setup|smartcast]] for maximum effectiveness. {{#Skill:5457}} and {{#Skill:5456}} are still decently strong even if this weapon doesn't buff them at all. | |||
|- | |||
|{{#item:550152}} | |||
|[[Time Gap Weapons]] | |||
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts {{#Skill:5457}} and {{#Skill:5456}} when paired with {{#item:400545}}. | |||
|- | |- | ||
|{{#item: | |{{#item:460020}} | ||
| | |rowspan="2"| Shield | ||
|[[ | |[[Alice Twisted Madness]] | ||
| | |The more offensive-oriented shield. 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 {{#item:300379}}. | ||
|- | |- | ||
|{{#item:460040}} | |{{#item:460040}} | ||
|Episode 20 | |Episode 20 | ||
| | |The more defensive-oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of {{#item:300379}}'s damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. The 10% reduced VCT will come in handy when using the {{#item:300522}}/{{#item:300529}} combo, while having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more! | ||
|- | |- | ||
|{{#item: | |{{#item:480351}} | ||
|Garment | |Garment | ||
|[[ | |[[Garden of Time]] - [[Divine Beast's Cloak: Autumn]] | ||
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450173}} above for more info. | |||
| | |||
|- | |- | ||
|{{#item:470204}} | |{{#item:470204}} | ||
|Footgear | |Footgear | ||
|Sunken Ship | |Sunken Ship | ||
|Climbing and/or moaning noises not included. | |Climbing and/or moaning noises not included. Refine to +14 or higher for the best results. | ||
|- | |- | ||
|{{#item: | |{{#item:490136}} | ||
|Accessory (Right) | |Accessory (Right) | ||
|[[ | |[[Constellation Tower]] | ||
| | |The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG. When using the {{#item:300522}}/{{#item:300529}} combo, equipping this is '''HIGHLY RECOMMENDED''' due to the VCT reduction from the two {{#item:310711}} enchants. DEX can be reduced to 1, negating the combo's eye-watering SP Cost increase due to Base DEX, which can be used in boosting other stats, while also freeing up some skill points - less points to Owl's Eye can be used elsewhere. | ||
|- | |- | ||
|{{#item: | |{{#item:490485}} | ||
|Accessory (Left) | |Accessory (Left) | ||
|[[ | |[[Garden of Time]] - [[Circulation of Life Accessories]] | ||
| | |The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480351}}. | ||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)''' | ||
|- | |- | ||
|{{#item: | |{{#item:400991}} | ||
| | |Headgear | ||
| | |??? | ||
| | |Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:2453}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices. | ||
|- | |- | ||
|{{#item: | |{{#item:550177}} | ||
| | |Weapon | ||
| | |??? | ||
| | |Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running. | ||
|- | |- | ||
|{{#item: | |{{#item:470337}} | ||
| | |rowspan="2"| Footgear | ||
| | |??? | ||
| | |Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The wet socks start. | ||
|- | |- | ||
|{{#item: | |{{#item:470338}} | ||
| | |??? | ||
| | |Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts. | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment''' | ||
| | |||
|- | |- | ||
| | |'''Beginner Shadow Gear''' | ||
| | |rowspan="2"| Shadow Gear Set | ||
| | |rowspan="2"| @go eden, Lucy | ||
| | |Starter shadow set | ||
|- | |- | ||
|{{#item: | |'''Advanced Shadow Gear''' | ||
|Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 {{#item:25223}} per week or 30 {{#item:25223}} per piece, 80 {{#item:25223}} for the class-specific weapon. | |||
|- | |- | ||
|{{#item: | |{{#item:24883}}<br>{{#item:24884}} | ||
| | |Shadow Armor, Shadow Shoes | ||
| | |rowspan="6"| [[Shadow Gear]] | ||
| | |Shadow armor and shoes that increase magical damage. | ||
|- | |- | ||
|{{#item: | |{{#item:24753}}<br>{{#item:24754}} | ||
|Shadow Weapon, Shadow Shield | |||
|Combos with the Magical Spell Armor and Shoes. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance. Grab these two for more power. | |||
|- | |- | ||
|{{#item: | |{{#item:24282}}<br>{{#item:24318}} | ||
| | |Shadow Weapon, Shadow Shield | ||
| | |Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these. | ||
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to {{#item:24753}} and {{#item:24754}} above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes {{#skill:5460}} builds stronger due to the ASPD increase compared to {{#item:24753}} and {{#item:24754}}. Meanwhile, {{#skill:5456}} or {{#skill:5457}} builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the {{#item:300522}}/{{#item:300529}} combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta <s>damage</s> quality of life improvements! Enchant with MATK against monster size or ASPD. | |||
|- | |- | ||
|{{#item: | |{{#item:24665}}<br>{{#item:24668}} | ||
|Shadow Ring, Shadow Earring | |||
|Provides full MDEF penetration when both pieces are +9 and above. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance. | |||
|- | |- | ||
|{{#item: | |{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}} | ||
| | |rowspan="2"| Shadow Gear Set | ||
| | |Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and SPL. | ||
| | |||
|- | |- | ||
| | |{{#item:24946}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24947}}<br>{{#item:24944}}<br>{{#item:24945}}<br> | ||
|An improved version of the Master Shadow Set, tailored for Magic Hyper Novices. Increases the damage of all skills except Hell's Drive and Ground Gravitation. Enchant with the spell of your choosing and SPL. | |||
|- | |- | ||
| | |} | ||
| | |} | ||
| | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Quality of Life Equipment | |||
|- | |- | ||
| | |At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example: | ||
<gallery> | |||
| | Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill. | ||
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}} | |||
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->. | |||
Pot of Greed 4.png|Re-equip the default gear. | |||
</gallery> | |||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | Life of Quality Equipment | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 20% " | Item | ||
| | ! style=" width: 10% " | Type | ||
! style=" width: 15% " | Way to obtain | |||
! style=" width: 65%" | Notes | |||
|- | |- | ||
| | |{{#item:19204}} | ||
|Upper Headgear | |||
|[[Hugel Race]], Base Level 100 | |||
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear. | |||
|- | |- | ||
| | |{{#item:19154}} | ||
| | |Lower Headgear | ||
| | |{{#item:23135}} | ||
| | |Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time! | ||
|- | |- | ||
| | |{{#item:28900}} | ||
|Shield | |||
| | |[[16.1 Banquet for Heroes]], 800 {{#item:6919}} | ||
| | |Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions. | ||
|- | |- | ||
|{{#item: | |{{#item:2576}}<s>of {{#skill:1013}}</s> | ||
| | |Garment <s>of {{#skill:1013}}</s> | ||
|[[ | |[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s> | ||
| | |'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!''' | ||
|- | |- | ||
|{{#item: | |{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}} | ||
|Garment | |||
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream'' | |||
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND. | |||
| | |||
| | |||
| | |||
|- | |- | ||
|} | |} | ||
|} | |} | ||
===Cards and Pets=== | |||
===Cards and Pets=== | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
| Line 1,183: | Line 1,169: | ||
{{#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 | ||
| Line 1,197: | Line 1,183: | ||
{{#item:300257}} <br> | {{#item:300257}} <br> | ||
{{#item:300256}} <br> | {{#item:300256}} <br> | ||
|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 | ||
| Line 1,206: | Line 1,191: | ||
|- | |- | ||
|{{#item:27328}} | |{{#item:27328}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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="9"|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}} | ||
|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}} | ||
|Early-mid game card that boosts damage against Large monsters. | |Early-mid game card that boosts damage against Large monsters. | ||
|- | |- | ||
|{{#item:4394}} | |{{#item:4394}} | ||
|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}} | ||
|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. | ||
|- | |- | ||
| Line 1,277: | Line 1,248: | ||
{{#item:300106}} <br> | {{#item:300106}} <br> | ||
{{#item:300009}} | {{#item:300009}} | ||
|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. | ||
| Line 1,289: | Line 1,259: | ||
|- | |- | ||
|{{#item:300442}} | |{{#item:300442}} | ||
|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}} | ||
|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:300601}} | |||
|One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A {{#item:400724}}. Significantly boosts {{#skill:5456}} and {{#skill:5457}} damage. | |||
|- | |- | ||
|{{#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. | ||
|- | |- | ||
|{{#item:27385}} | |{{#item:27385}} | ||
|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}} | ||
|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}} | ||
|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. | ||
|- | |- | ||
| Line 1,322: | Line 1,290: | ||
{{#item:4657}} <br> | {{#item:4657}} <br> | ||
{{#item:300372}} <br> | {{#item:300372}} <br> | ||
|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 | ||
| Line 1,332: | Line 1,299: | ||
|- | |- | ||
|{{#item:300269}} | |{{#item:300269}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|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}} | ||
|Good for Wind and Water focused builds. | |Good for Wind and Water focused builds. | ||
|- | |- | ||
|{{#item:27253}} | |{{#item:27253}} | ||
|Good for Fire focused builds. | |Good for Fire focused builds. | ||
|- | |- | ||
|{{#item:27250}} | |{{#item:27250}} | ||
|Good for Neutral and Earth focused builds. | |Good for Neutral and Earth focused builds. | ||
|- | |- | ||
|{{#item:27179}} | |{{#item:27179}} | ||
|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}} | ||
|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}} | ||
|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> | ||
|These cards boost elemental damage. | |These cards boost elemental damage. | ||
*Elvira: Wind and Ghost (20%) | *Elvira: Wind and Ghost (20%) | ||
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|- | |- | ||
|{{#item:300243}} | |{{#item:300243}} | ||
|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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! style="background-color:#ADD8E6; color:Black; width: 100% " |Leveling (WIP) | ! style="background-color:#ADD8E6; color:Black; width: 100% " |Leveling (WIP) | ||
|- | |- | ||
|'''WORK IN PROGRESS''', placeholder, may contain | |'''WORK IN PROGRESS''', placeholder, may contain suboptimal info | ||
'''Path 1: Questing Route''' | |||
*1-20 Prontera Field / Culvert, grab Eden stuff | *1-20 Prontera Field / Culvert, grab Eden stuff | ||
*20-45 Payon Dungeon, activate Manual at level 40 | *20-45 Payon Dungeon, activate Manual at level 40 | ||
*45-70 Orc Dungeon, max Fire Ball | *45-70 Orc Dungeon, max Fire Ball | ||
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!''' | *70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!''' | ||
*100-125 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips | *100-125 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest. | ||
*125-150 [[16.2 Terra Gloria]], grab some | *125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips | ||
*150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft | *150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft {{#item:550080}}, then upgrade to {{#item:550081}} to make life so much easier. Level up in Illusion of Teddy Bear | ||
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons | *170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons | ||
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 | *200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]]) | ||
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230 | *210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230 | ||
*230-250 [[20 The Immortal]], Nif2 at 240 | *230-250 [[20 The Immortal]], Nif2 at 240 | ||
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]] | *250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]] | ||
'''Path 2: GaoSuper (1-200)''' | |||
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon.<br> | |||
[[File:PandaAdmireWizardPNG.png|40x40px]] [https://www.youtube.com/watch?v=QK-wNzp0ElA HAIL GAOSUPER!!!] [[File:PandaAdmireWizardPNGmirror.png|40x40px]] | |||
Timestamps and explanations (currently simplistic, will add more details later): | |||
*0:00 - character creation | |||
*0:20 - start, beginner quest | |||
*1:55 - Stat distribution (/dex+ 99), Payon Dungeon | |||
*More coming soon! | |||
|- | |- | ||
|} | |} | ||
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy | ! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy | ||
|- | |- | ||
|The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's | |The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing. <!--- This strategy is focused more on a modestly built Hyper Novice with very little to no consumables used even in the thick of battle. | ||
'''This is subject to change depending on the market:''' As of the time of this writing, my idea of a "modestly built" Hyper Novice has the full Illusion Morpheus Set with the hood and shawl both at +9, a Paradise Super Novice Wand, a +9 Grace Super Novice Robe, a +9 Grace Magic Boots and a Novice Shield. ---> | '''This is subject to change depending on the market:''' As of the time of this writing, my idea of a "modestly built" Hyper Novice has the full Illusion Morpheus Set with the hood and shawl both at +9, a Paradise Super Novice Wand, a +9 Grace Super Novice Robe, a +9 Grace Magic Boots and a Novice Shield. ---> | ||
<u>Super Novice:</u> | <u>'''Super Novice:'''</u> | ||
* | *Super Novice has absolutely atrocious HP and SP pools until level 99. Without the help of equipment and costumes like {{#item:20307}}, your HP and SP will be less than 1000 and 300 respectively. Because of this, 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 ~1000 HP. It's better to evade attacks instead of taking a hit with such low HP. | ||
*Focus more on hit-and-run tactics by leveling up quick-cast skills like {{#skill:17}} instead of slow-casting bolt spells. | |||
*Skills like {{#skill:12}} and {{#skill:25}} {{#skill:25}} iei will help you survive in dangerous situations but will cost a lot of skill points. It will be useful for quite a long time, even all the way until you're a Hyper Novice if you use them well. | |||
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced. | |||
*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! | *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! | ||
* | *Always be on the move! Keep moving, don't get hit, and survive! Once you reach Base Level 99, you'll get an extra +2000 Max HP for your troubles. | ||
*Don't upgrade to Ex. Super Novice until you reach Job Level 99. | |||
<u>'''Ex. Super Novice'''</u> | |||
*This is the deadly part, and I think a lot of people who try the class will give up here. The struggle IS REAL especially if Hyper Novice is the first or one of the first characters you make. Correct me if I'm wrong though! | |||
*Soloing isn't too difficult from 100-150, then the difficulty ramps up quickly at 150 onwards due to the lack of strong 3rd job skills. Level 5 {{#skill:2449}} will make life a lot easier, but it needs a +7 {{#item:550081}}, and it can be obtained here: [[Ancient Hero / Patent / Hero-LT Weapons]]. Once you break through this challenging phase, especially if you don't have {{#item:550081}}, you'll feel a MASSIVE surge of power once you become a Hyper Novice and reach Job Level 7 and above. | |||
*As you gain levels, allocate more points to DEX in order to reduce VCT (Variable Cast Time) as much as possible, with INT not far behind. It is highly recommended to do the episode quests listed above, as they'll give you access to equipment sets that can reduce your VCT by up to 10% (Grace Set) and FCT (Fixed Cast Time) by 0.5 seconds, which is very helpful considering the long 1.5-second FCT of AoE skills like {{#skill:89}} and {{#skill:85}}, and the even more abhorrent VCT of some skills reaching up to freaking 6.3 seconds! At least it isn't as bad as [[Sarah and Fenrir|Fenrir]], who can take '''a full minute''' to cast {{#skill:2454}}. | |||
*AGI is still your primary survival stat, but some VIT can now help with a much better HP pool. Most monsters up to level 200 can have up to around ~550 Hit at most. Try to have 550 Flee or more if possible. Type @mi monstername for more info on a particular monster. | |||
**If Hit - Flee = 100 or more, you'll ALWAYS be hit. | |||
**But even if you think having tons of FLEE is going to work, it isn't, because there is a '''FLEE PENALTY'''. If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters. | |||
*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. | |||
<u>'''Hyper Novice'''</u> | |||
<!-- 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. 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 despair. --> | |||
Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. '''Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.''' | |||
<u>Buffing rotation:</u><!-- {{#skill:5457}}, {{#skill:5456}}, {{#skill:5458}}, {{#skill:5459}}, {{#skill:5455}}, {{#skill:5460}} --> <br> | |||
Every 90 seconds: <s>{{#skill:74}}, {{#skill:66}}, {{#skill:2315}},</s> {{#skill:2478}} in any order<br> | |||
Every 180 seconds: {{#skill:45}}, {{#skill:34}}, {{#skill:29}}, then <s>{{#skill:74}}, {{#skill:66}}, {{#skill:2315}},</s> {{#skill:2478}}, in any order<br> | |||
To make buffing rotations easier, you can remove one or more of the following skills, indicated by a slash. {{#skill:2478}} cannot be removed, unless you have an oversupply of {{#item:12710}}. If you have sufficient SP regeneration or a lot of SP potions, remove {{#skill:74}}. If you think MATK+25 is too insignificant, remove {{#skill:66}}. If you have HP regeneration, sufficient healing, or lots of HP potions, remove {{#skill:2315}}. | |||
<u> | <u>Skill rotation 1:</u><br> | ||
{{#skill:5457}} build based on the skill build above with end-game gear - {{#item:400545}} + {{#item:550152}} combo. <br> | |||
This rotation requires at least 30% ACD and 160 ASPD. The idea is to cram as many skills as possible within the duration of {{#skill:5457}}. This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<br> | |||
(Start) {{#skill:5457}} > {{#skill:5456}} > {{#skill:5459}} > <s>{{#Skill:5458}}Hell's Drive</s> > {{#skill:5456}} '''--->''' {{#skill:5457}} > {{#Skill:5458}}Hell's Drive > {{#skill:5456}} > {{#Skill:5458}}Hell's Drive > <s>{{#Skill:5458}}Hell's Drive</s> (End)(Repeat) | |||
''' | <u>Skill rotation 2:</u><br> | ||
{{#skill:5457}} build based on the skill build above with late-game gear - fully enchanted {{#item:550089}} with {{#item:400111}}. <br> | |||
This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<br> | |||
(Start) {{#skill:5457}} > <s>{{#skill:5456}}</s> >{{#skill:5459}} > {{#Skill:5458}}Hell's Drive x3 '''--->''' {{#skill:5457}} > <s>{{#skill:5456}}</s> > {{#Skill:5458}}Hell's Drive x4 (End)(Repeat) | |||
<u>Skill rotation 3 (WIP):</u><br> | |||
{{#skill:5460}} build - {{#item:400545}} + {{#item:550133}} combo. <br> | |||
Start with an opener to soften up the mobs a bit, followed by spamming the skill until the opener's duration ends. Spray enemies with a barrage of angry thoughts. If {{#item:400545}} + {{#item:550133}} are equipped, add angry souls to the mix. When in actual combat, adjust accordingly.<br> | |||
(Start) {{#skill:5457}} or {{#skill:5459}} then spam {{#skill:5460}} (End)(Repeat) | |||
<!-- <u>Skill rotation 4:</u><br> | |||
{{#skill:5456}} build, OP Master Pablo style (will consult the OP 1/1 novice with a sus cart for the complete rotation) - {{#item:400545}} + {{#item:550152}} combo. <br> | |||
This is the best rotation I found so far when testing DPS in dummies. Slashed skills mean they can be added if you have even more ACD and ASPD. When in actual combat, adjust accordingly.<br> | |||
(Start) (End)(Repeat) --> | |||
|- | |- | ||
|} | |} | ||
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|[[Hugel Race]], Base Level 100 | |[[Hugel Race]], Base Level 100 | ||
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear. | |This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear. | ||
|- | |||
|{{#item:19154}} | |||
|Lower Headgear | |||
|{{#item:23135}} | |||
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time! | |||
|- | |- | ||
|{{#item:28900}} | |{{#item:28900}} | ||
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|{{#item:2576}}<s>of {{#skill:1013}}</s> | |{{#item:2576}}<s>of {{#skill:1013}}</s> | ||
|Garment <s>of {{#skill:1013}}</s> | |Garment <s>of {{#skill:1013}}</s> | ||
|[[Equipment Crafting]] <s>of {{#skill:1013}}</s> | |[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s> | ||
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!''' | |'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!''' | ||
|- | |||
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}} | |||
|Garment | |||
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream'' | |||
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND. | |||
|- | |- | ||
|} | |} | ||
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== Hybrid (Experimental, | == Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) == | ||
[[File:SN Hybrid Placeholder.jpg|thumb|Placeholder screenshot.]] | [[File:Hybrid HN in Alice Hard 2nd attempt.jpg|thumb|A really brave and foolish Hyper Novice attempts Alice Hard. This build is so meme omg ahahahahahahaha!]] | ||
'''(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. This build is so meme omg... | [[File:Hybrid HN in Alice Hard equips.jpg|thumb|Equipment swapping (ALT+D) made this possible. Notice the Physical equipment is significantly weaker compared to the Magical one. Adjusting stats somewhat compensates for this. The stats not shown in the screenshot are: 112 STR, 102 AGI, 100 VIT, 100 INT, 100 DEX, 100 LUK, 110 POW, 0 STA WIS SPL, 110 CON, 72 CRT. Pet used is Succubus for HP leech. There is 0 SPL because the magic equipment is way more than enough to clear the Spades.]] | ||
<!-- | |||
[[File:Hybrid HN in Alice Hard 1st attempt.jpg|thumb]] | |||
[[File:SN Hybrid Placeholder.jpg|thumb|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. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg... | |||
===Stats and Traits=== | ===Stats and Traits=== | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 2,658: | Line 2,656: | ||
|- | |- | ||
|POW | |POW | ||
| | |0-110 | ||
|Adjust POW or SPL accordingly depending on which gears are less powerful. | |Adjust POW or SPL accordingly depending on which gears are less powerful. | ||
|- | |- | ||
| Line 2,667: | Line 2,665: | ||
|WIS | |WIS | ||
|0 | |0 | ||
|No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or | |No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF. | ||
|- | |- | ||
|SPL | |SPL | ||
| | |0-110 | ||
|Adjust POW or SPL accordingly depending on which gears are less powerful. | |Adjust POW or SPL accordingly depending on which gears are less powerful. | ||
|- | |- | ||
|CON | |CON | ||
| | |50-110 | ||
|Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate. | |Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate. | ||
|- | |- | ||
|CRT | |CRT | ||
| | |50-80 | ||
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using | |Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using {{#skill:5452}} | ||
|- | |- | ||
|} | |} | ||
| Line 3,572: | Line 3,570: | ||
|[[Hugel Race]], Base Level 100 | |[[Hugel Race]], Base Level 100 | ||
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear. | |This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear. | ||
|- | |||
|{{#item:19154}} | |||
|Lower Headgear | |||
|{{#item:23135}} | |||
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time! | |||
|- | |- | ||
|{{#item:28900}} | |{{#item:28900}} | ||
| Line 3,580: | Line 3,583: | ||
|{{#item:2576}}<s>of {{#skill:1013}}</s> | |{{#item:2576}}<s>of {{#skill:1013}}</s> | ||
|Garment <s>of {{#skill:1013}}</s> | |Garment <s>of {{#skill:1013}}</s> | ||
|[[Equipment Crafting]] <s>of {{#skill:1013}}</s> | |[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s> | ||
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!''' | |'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!''' | ||
|- | |||
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}} | |||
|Garment | |||
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream'' | |||
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND. | |||
|- | |- | ||
|} | |} | ||
| Line 3,864: | Line 3,872: | ||
! style="background-color:#66023C; color:White; width: 100% " |Strategy (WIP) | ! style="background-color:#66023C; color:White; width: 100% " |Strategy (WIP) | ||
|- | |- | ||
|How to solo Alice Hard hmmmm... | |How to solo Alice Hard hmmmm... Need at least 5B DPS due to some MVPs having autorecovery, which means THREE different kinds of gears. That's on top of the Fenrir-like AOEs like Earth Strain and Comet... Plants do EQ, worms powerup... Equipment switch... Hmmmmmm..... Info obtained from Mew's Alice Hard run... Ranged DPS is going to be a problem due to it being weaker than Melee and Magic... Hmm...... | ||
|- | |- | ||
|} | |} | ||
Latest revision as of 20:55, 27 November 2025
| NOTICE | This guide is still a work in progress |
|---|---|
| The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info. |
| Super Novice | |
|---|---|
| Job base: | Novice |
| Written By: | Rakugaki |

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

Featuring GaoSuper (left)!
| Hidden Skills | ||||||||
|---|---|---|---|---|---|---|---|---|
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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

Click here for a more specialized and in-depth guide on Magic Hyper Novices: Psoron's Magic Hyper Novice Guide
The Super Novice can take one of two routes - Magic 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 Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).
Stats and Traits
| Stat | Amount | Notes |
|---|---|---|
| STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
| AGI | 60-80 100+ (Judge / Conjurator Card Combo) |
Used mainly for reducing animation and flinching animation time and the chances of getting inflicted by Bleeding and Sleep. Try to get 100 Total AGI for full immunity against Bleeding and Sleep. |
| VIT | 70-90 100+ (Judge / Conjurator Card Combo) |
Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison. |
| INT | 120+ 130 (Judge / Conjurator Card Combo) |
Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
| DEX | 120+ 1-9 (Judge / Conjurator Card Combo) |
At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the |
| LUK | 60-80 100+ (Judge / Conjurator Card Combo) |
Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. LUK increases MATK more than DEX, so increase this a lot more when using the |
| Trait | Amount | Notes |
|---|---|---|
| POW | 0 | Not needed. Using magic sticks to whack things is not the best idea... |
| STA | 0-72 | After getting 110 SPL and CON, adjust STA, WIS, or CRT. |
| WIS | 0-72 | After getting 110 SPL and CON, adjust STA, WIS, or CRT. |
| SPL | 110 | Primary trait. Max this for the highest possible Magic Damage. |
| CON | 110 | Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee. |
| CRT | 0-72 | After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making |
Skills
After getting promoted to Ex. Super Novice, reset all skills.
| Skills: Expanded Super Novice (99-200) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 - Jack Frost Nova | ||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage.
| ||||||||||||||||||||||||||||||||||
| Skills: Hyper Novice - ASPD Napalm Vulcan Strike | ||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the
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Equipment
| Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Super Novice (45-99)
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| Quality of Life Equipment | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
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Life of Quality Equipment
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Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 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
| Leveling (WIP) |
|---|
| WORK IN PROGRESS, placeholder, may contain suboptimal info
Path 1: Questing Route
Path 2: GaoSuper (1-200)
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon. Timestamps and explanations (currently simplistic, will add more details later):
|
| Strategy |
|---|
| The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.
|
| Strategy Depth 1 |
|---|
| The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP. 2 - Use 3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
|
| Strategy Depth 2 |
|---|
| The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.
1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP. 2 - Use 3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
|
Physical
For a better and more comprehensive guide on Physical Build Hyper Novices, check out Melee Hyper Novice Guide by Jetago
(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. Try to get 100 total AGI for full immunity against Bleeding and Sleep. |
| VIT | 70-80 | Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun. |
| INT | 70-80 | Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence. |
| 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 / 120-125 (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 (or 125 with |
| Trait | Amount | Notes |
|---|---|---|
| POW | 110 | Primary trait. Max this for the highest possible damage. |
| STA | Optional | If more RES is needed and there are still some points to spare, grab a few points here. |
| WIS | Optional | If more MRES is needed and there are still some points to spare, grab a few points here. |
| SPL | 0 | Absolutely unnecessary, because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying. |
| CON | 72-110 | Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait. |
| CRT | 72-110 | Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. Also buffs Heal, resulting in some potions saved. |
Skills
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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.
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Equipment
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You can use Eden Gear or choose from the list below...
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At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
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Life of Quality Equipment
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Cards and Pets
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| Pets |
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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.
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Tips and Tricks
| Strategy (WIP) |
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| The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Hybrid (Experimental Alice Hard tentacle farmer, meme in progress)


(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. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg...
Stats and Traits
| Stat | Amount | Notes |
|---|---|---|
| STR | 100+ or 120 | Depending on which gears are less powerful, adjust STR or INT accordingly. |
| AGI | 80+ | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
| VIT | 80+ | Increases Max HP while reducing the chances of getting inflicted by Poison. |
| INT | 100+ or 120 | Depending on which gears are less powerful, adjust STR or INT accordingly. |
| DEX | 100+ or 1-9 | DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10. |
| LUK | 80+ | Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow. |
| Trait | Amount | Notes |
|---|---|---|
| POW | 0-110 | Adjust POW or SPL accordingly depending on which gears are less powerful. |
| STA | 0 | No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or skills like Autoguard. |
| WIS | 0 | No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF. |
| SPL | 0-110 | Adjust POW or SPL accordingly depending on which gears are less powerful. |
| CON | 50-110 | Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate. |
| CRT | 50-80 | Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using |
Skills
| Skills: Super Novice | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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.
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Equipment
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Super Novice
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| Quality of Life Equipment | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
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Life of Quality Equipment
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Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Pets |
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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.
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Tips and Tricks
| Strategy (WIP) |
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| How to solo Alice Hard hmmmm... Need at least 5B DPS due to some MVPs having autorecovery, which means THREE different kinds of gears. That's on top of the Fenrir-like AOEs like Earth Strain and Comet... Plants do EQ, worms powerup... Equipment switch... Hmmmmmm..... Info obtained from Mew's Alice Hard run... Ranged DPS is going to be a problem due to it being weaker than Melee and Magic... Hmm...... |
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