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:
(HELLO!!! DO YOU LOVE PET? DON'T TELL ME, SHOW ME!!! SHOW ME!!!!!!)
(→‎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;"
|rowspan="2"|'''CAUTION'''
|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The Magical section is updated for the most part, but the Physical and Hybrid sections are still outdated and have erroneous (wrong) info
|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 But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info.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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{| 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 (Example build - Jack Frost Nova / Hell's Jack)
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice - Jack Frost Nova
|-
|-
|Here's my build. 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. More comments below the screenshots.
|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 $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top.<br>
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]]
However, there are compromises resulting in around 10-15% less damage. Self Study Sorcery (SSS) is down to level 5. The main skills Hell's Drive (HD) and Jack Frost Nova (JFN) are maxed, Jupitel Thunderstorm (JTS) is down to level 9, and Ground Gravitation (GG) is down to level 7. JTS has max hits and AoE at level 9, while GG has max AoE at level 7. Despite the reduced damage, soloing Depth 2 (with adequate equipment) is very possible and relatively comfy, with a Brilliant Protection Scroll and Thunderproof Potion of course.]]
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] -->
[[File:HN Mage 3 ver 2.png|left|900x900px|thumb|The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!]]
[[File:HN Mage 3.png|left|900x900px|thumb|The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ 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 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 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 418: Line 419:
! style=" width: 90% " | Notes
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|{{#Skill:9}}
|{{#Skill:5450}}
|10
|5+
|Increases SP recovery over time.
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{#Skill:28}}
|{{#Skill:5455}}
|10
|5 or 8
|Mainly for self-healing. Also helpful in healing teammates.
|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:29}}
|{{#Skill:5456}}
|10
|9 or 10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily. Or make Lake of Fire runs a little faster.
|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:22}}
|{{#Skill:5457}}
|5
|Prerequisite for Blessing. Slightly reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:34}}
|10
|10
|Grants STR, INT and DEX bonuses.
|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:24}}
|{{#Skill:5458}}Hell's Drive
|1
|5 or 10
|An improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|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: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:26}}
|{{#Skill:5460}}
|1
|5
|Save weight, money, inventory space, the grind for a Creamy Card, crafting Teleport Shadow Armors, and burning obscene amounts of Fashion Points for a {{#item:25228}}! So much zeny and fashion points saved!
|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:12}}
|{{#Skill:5462}}
|Optional
|Optional
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking melee physical attacks, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|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:43}}
|{{#Skill:5505}}
|3 or 10
|Optional
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction. When using the Yordos Judge / Yortus Conjurator combo, leave it at level 3.
|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.
|-
|-
|{{#Skill:44}}
|}
|1
|}
|Prerequisite for Attention Concentrate.
 
{| 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
|-
|-
|{{#Skill:45}}
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|10
|Your main source of DEX and AGI. Max this one for reduced VCT and increased Flee.
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#Skill:5450}}
|5+
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{#Skill:66}}
|{{#Skill:5455}}
|5
|5
|Provides additional ATK and MATK to you and the whole party.
|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:74}}
|{{#Skill:5456}}
|5
|5
|Doubles SP Regeneration of the caster and the party. This and maxing Increase SP Recovery can compensate for the increased SP Cost from late-game equips.
|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:248}}
|{{#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: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: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:5460}}
|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
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy Resistance are needed.
|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:249}}
|{{#Skill:5505}}
|Optional
|Optional
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|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.
|-
|{{#Skill:108}}
|Optional
|Requires level 1 {{#Skill:105}} and level 1 {{#Skill:107}}. Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
LV 1 weapon: Iron Ore<br>
LV 2 weapon: Iron<br>
LV 3 weapon: Steel<br>
LV 4 weapon: Rough Oridecon<br>
Armors: Steel
|-
|{{#Skill:5076}}
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When {{#item:1001329}} is equipped, using the skill grants a 15% boost to All Element Magic Damage for the duration of its cooldown - 5 minutes.
|-
|{{#Skill:5075}}
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
|-
|{{#Skill:5077}}
|5
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|}
|}
|}


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


{| class="wikitable" width="100%"
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
! style=" width: 15% " | Skill
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
! style="background-color:#ADD8E6; color:Black; width: 100% " |Fire Ball
|-
|-
|{{#Skill:5450}}
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|5+
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{#Skill:5455}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Equipment
|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:5456}}
|
|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:5457}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|10
{| class="wikitable" width="100%"
|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.
! style=" width: 20% " | Item
Fixed Cast Time: 1.5 seconds<br>
! style=" width: 10% " | Type
Skill cooldown: 3 seconds<br>
! style=" width: 15% " | Way to obtain
Aftercast Delay: 0.3 seconds<br>
! style=" width: 65%" | Notes
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
|-
|-
|{{#Skill:5458}}
|'''Paradise Set'''
|5 or 10
|Equipment Set
|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.
|[[Beginners Guide|Eden Academy]], Base Level 10
Fixed Cast Time: 1 second<br>
|'''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.
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:5459}}
|{{#item:5119}}
|7 - 10
|Upper Headgear
|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!
|Lighthalzen Armory (unslotted)
Fixed Cast Time: 1.5 seconds<br>
Holden (slotted)
Skill cooldown: 5 seconds<br>
|Starter Headgear. Gives +1 all stats.
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}}
|{{#item:2340}}
|5
|Armor
|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.
|Yuno - King's Shop
Fixed Cast Time: 1 seconds<br>
|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 }}).
Skill cooldown: 0.3 seconds<br>
Aftercast Delay: 0.5 seconds<br>
|-
|-
|{{#Skill:5462}}
|{{#item:2113}}
|Optional
|Shield
|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.
|rowspan="3"| Lighthalzen Armory
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|{{#Skill:5505}}
|{{#item:2512}}
|Optional
|Garment
|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.
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|}
|{{#item:2416}}
|}
|Footgear
 
|Starter Shoes. Gives an HP boost.
===Equipment===
 
<!--- [[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
|{{#item:5125}}
|Upper Headgear
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|{{#item:15012}}
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Armor
|Orc Lady
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Equipment
|{{#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
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|Mastering
{| class="wikitable" width="100%"
|Part of the Angel's Set.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|'''Paradise Set'''
|{{#item:20710}}
|Equipment Set
|Garment
|[[Beginners Guide|Eden Academy]], Base Level 10
|Vagabond Wolf
|'''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.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:5119}}
|{{#item:22015}}
|Upper Headgear
|Footgear
|Lighthalzen Armory (unslotted)
|Vocal
Holden (slotted)
|Part of the Angel's Set. HP +100.
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:2340}}
|{{#item:2628}}
|Armor
|rowspan="2"| Accessory
|Yuno - King's Shop
|Izlude Armor Dealer
|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 }}).
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2113}}
|{{#item:2607}}
|Shield
|Dragon Fly
|rowspan="3"| Lighthalzen Armory
|Gives 10SP.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item:2512}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|Garment
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:2416}}
|'''Advanced Paradise Set'''
|Footgear
|rowspan="4"| Equipment Set
|Starter Shoes. Gives an HP boost.
|[[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:5125}}
|{{#item:450122}}
|Upper Headgear
 
|Toad
{{#item:470017}}
|Part of the Angel's Set. Adds 3% SP recovery.
 
{{#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:15012}}
|{{#item:450124}}
|Armor
 
|Orc Lady
{{#item:470019}}
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
 
{{#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:2355}}
|{{#item:450126}}
|Armor
 
|Eclipse
{{#item:470021}}
|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: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:2183}}
|{{#item:550044}}
|Shield
|rowspan="2"| Rod
|Mastering
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|Part of the Angel's Set.
|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:20710}}
|{{#item:550080}}
|Garment
|[[Bioresearch Laboratory]], Base Level 100 and above
|Vagabond Wolf
|An ancient rod. See the link above for more info on patenting it.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|{{#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:2113}}
|Shield
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item:22015}}
|{{#item:22008}}
|Footgear
|Footgear
|Vocal
|[[Old Glast Heim]]
|Part of the Angel's Set. HP +100.
|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:2628}}
|{{#item:2924}}
|rowspan="2"| Accessory
|rowspan="2"| Accessory
|Izlude Armor Dealer
|Eclage Glove Seller (10 Splendide Coins)
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|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:2607}}
|{{#item:2898}}
|Dragon Fly
|Nightmare Wraith Dead
|Gives 10SP.
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
| 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.
|-
|-
|'''Advanced Paradise Set'''
|{{#item:18874}}
|rowspan="4"| Equipment Set
|Mid Headgear
|[[Beginners Guide|Eden Academy]], Base Level 100
|Owl Viscount, Owl Marquees
|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.
|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:450122}}
|{{#item:15377}}
 
|rowspan="2"| Armor
{{#item:470017}}
|[[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: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:450124}}
|{{#item:450128}}
 
|[[17.2 Sage Legacy]]
{{#item:470019}}
|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: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: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:550044}}
|{{#item:550044}}
|rowspan="2"| Rod
|rowspan="3"| Rod
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|[[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.
|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:550080}}
|{{#item:26151}}
|[[Bioresearch Laboratory]], Base Level 100 and above
|[[OS / OSAD Weapons]]
|An ancient rod. See the link above for more info on patenting it.
|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:5897}}
|{{#item:550081}}
|Upper Headgear
|[[Bioresearch Laboratory]]
|[[Cash Shop]]
|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.
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{#item:2113}}
|{{#item:2113}}
|Shield
|rowspan="3"| 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.
|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:22008}}
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|Footgear
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
|[[Old Glast Heim]]
[[File:SN Boots.png|40x40px]]
|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.
|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.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{#item:2924}}
|{{#item:460018}}
|rowspan="2"| Accessory
|[[Illusion of Twins]]
|Eclage Glove Seller (10 Splendide Coins)
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|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:2898}}
|{{#item:20934}}
|Nightmare Wraith Dead
|rowspan="2"| Garment
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|[[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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|{{#item:480021}}
|[[17.2 Sage Legacy]]
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|-
|-
|{{#item:400054}}
|{{#item:22197}}
{{#item:400044}}
|rowspan="3"| Footgear
|Upper Headgear
|[[17.1 Illusion]]
|[[OS / OS-LT Headgears]]
|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)}}.
|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:18874}}
|{{#item:22238}}
|Mid Headgear
|
|Owl Viscount, Owl Marquees
|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.
|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:15377}}
|{{#item:470023}}
|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:450128}}
|[[17.2 Sage Legacy]]
|[[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)}}.
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|-
|-
|{{#item:550044}}
|{{#item:32209}}
|rowspan="3"| Rod
|rowspan="4"| Accessory
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|rowspan="2"| [[17.1 Illusion]]
|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.
|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:26151}}
|{{#item:32210}}
|[[OS / OSAD Weapons]]
|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.
|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:550081}}
|{{#item:490026}}
|[[Bioresearch Laboratory]]
|rowspan="2"| [[17.2 Sage Legacy]]
|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.
|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)}}.
|-
|-
|{{#item:2113}}
|{{#item:490027}}
|rowspan="3"| Shield
|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)}}.
|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:28942|Cursed Knight's Shield }}
 
|Cash Shop
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|-
|-
|{{#item:460018}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|-
|-
|{{#item:20934}}
|{{#item:400263}}
|rowspan="2"| Garment
{{#item:400265}}
|[[17.1 Illusion]]
|Upper Headgear
|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.
|[[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:480021}}
|{{#item:410092}}
|[[17.2 Sage Legacy]]
|Middle Headgear
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|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:22197}}
|{{#item:420003}}
|rowspan="3"| Footgear
|Lower Headgear
|[[17.1 Illusion]]
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD.
|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:22238}}
|{{#item:450178}}
|
|rowspan="2"| Armor
|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.
|[[Gray Wolf Equipment]]
|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:470023}}
|{{#item:450207}}
|[[17.2 Sage Legacy]]
|[[Issgard Equipment]]
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|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:32209}}
|{{#item:550057}}
|rowspan="4"| Accessory
|rowspan="3"| Rod
|rowspan="2"| [[17.1 Illusion]]
|[[Amicitia]]
|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.
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|-
|-
|{{#item:32210}}
|{{#item:550075}}
|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.
|[[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:490026}}
|{{#item:550069}}
|rowspan="2"| [[17.2 Sage Legacy]]
|[[Issgard Equipment]]
|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)}}.
|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:490027}}
|{{#item:460018}}
|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)}}.
|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!!!
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|{{#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:400263}}
|{{#item:480090}}
{{#item:400265}}
|rowspan="3"| Garment
|Upper Headgear
|[[Gray Wolf Equipment]]
|[[OS / OS-LT Headgears]]
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|-
|-
|{{#item:410092}}
|{{#item:480160}}
|Middle Headgear
|[[Issgard Equipment]]
|rowspan="2"| [[Rudus]]
|Improved version of the Gray Wolf Muffler.
|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:420003}}
|{{#item:480125}}
|Lower Headgear
|[[Convertible Wings]]
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD.
|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:450178}}
|{{#item:470094}}
|rowspan="2"| Armor
|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:470088}}
|[[Gray Wolf Equipment]]
|[[Gray Wolf Equipment]]
|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.
|Improved version of the Illusion Leg and Automatic Leg.
|-
|-
|{{#item:450207}}
|{{#item:470116}}
|[[Issgard Equipment]]
|[[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.
|Improved version of the Gray Shoes.
|-
|{{#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:550057}}
|{{#item:490053}}
|rowspan="3"| Rod
{{#item:490065}}
|[[Amicitia]]
|Accessory (Left)
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|-
|-
|{{#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: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:460018}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|rowspan="2"| 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:460005}}
|{{#item:400111}}
|[[Geffen Night Arena]]
|Upper Headgear
|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.
|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:480090}}
|{{#item:410080}}
|rowspan="3"| Garment
|rowspan="2"| Middle Headgear
|[[Gray Wolf Equipment]]
|[[Verus]]
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|-
|-
|{{#item:480160}}
|{{#item:400002}}
|[[Issgard Equipment]]
|[[Amicitia]] (0.05%)
|Improved version of the Gray Wolf Muffler.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
|-
|-
|{{#item:480125}}
|{{#item:420066}}
|[[Convertible Wings]]
|Lower Headgear
|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.
|[[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:470094}}
|{{#item:450271}}
|rowspan="3"| Footgear
|Armor
|
|[[20 The Immortal]]
|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.
|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:470088}}
|{{#item:550089}}
|[[Gray Wolf Equipment]]
|Rod
|Improved version of the Illusion Leg and Automatic Leg.
|-
|{{#item:470116}}
|[[Issgard Equipment]]
|[[Issgard Equipment]]
|Improved version of the Gray Shoes.
|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:490052}}
|{{#item:460040}}
{{#item:490064}}
|Shield
|Accessory (Right)
|Episode 20
|rowspan="2"| [[Thanatos Tower]]
|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!
|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:490053}}
|{{#item:480284}}
{{#item:490065}}
|rowspan="2"| Garment
|Accessory (Left)
|[[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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|{{#item:470204}}
|-
|Sunken Ship
|{{#item:400111}}
|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.
|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:410080}}
|{{#item:490304}}
|rowspan="2"| Middle Headgear
|Accessory (Right)
|[[Verus]]
|rowspan="2"| Upper Headgear
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#item:400002}}
|{{#item:490307}}
|[[Amicitia]] (0.05%)
|Accessory (Left)
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#item:420066}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+'''
|Lower Headgear
|Rock Ridge
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{#item:450271}}
|{{#item:400545}}
|Armor
|rowspan="2"| Upper Headgear
|[[20 The Immortal]]
|Depth 2
|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.
|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:550089}}
|{{#item:400724}}
|Rod
|[[21 Age of Heroes]]
|[[Issgard Equipment]]
|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.
|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:460040}}
|{{#item:410233}}
|Shield
|Middle Headgear
|Episode 20
|rowspan="2"| [[Alice Twisted Madness]]
|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!
|Get VCT, ACD, MATK or S.MATK enchants.
|-
|-
|{{#item:480284}}
|{{#item:420213}}
|rowspan="2"| Garment
|Lower Headgear
|[[20 The Immortal]]
|Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds.
|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}}
|{{#item:450284}}
|[[Varmundt's Biosphere]]
|rowspan="2"| Armor
|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.
|[[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:470198}}
|{{#item:450173}}
|rowspan="2"| Footgear
|[[Constellation Tower]]
|[[20 The Immortal]]
|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:
|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: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:470204}}
|{{#item:550133}}
|Sunken Ship
|rowspan="2"| Rod
|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.
|[[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:490304}}
|{{#item:550152}}
|Accessory (Right)
|[[Time Gap Weapons]]
|rowspan="2"| Upper Headgear
|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}}.
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#item:490307}}
|{{#item:460020}}
|Accessory (Left)
|rowspan="2"| Shield
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant!
|[[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}}.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+'''
|{{#item:460040}}
|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:400545}}
|{{#item:480351}}
|rowspan="2"| Upper Headgear
|Garment
|Depth 2
|[[Garden of Time]] - [[Divine Beast's Cloak: Autumn]]
|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.
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450173}} above for more info.
|-
|-
|{{#item:400724}}
|{{#item:470204}}
|[[21 Age of Heroes]]
|Footgear
|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.
|Sunken Ship
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|-
|-
|{{#item:410233}}
|{{#item:490136}}
|Middle Headgear
|Accessory (Right)
|rowspan="2"| [[Alice Twisted Madness]]
|[[Constellation Tower]]
|Get VCT, ACD, MATK or S.MATK enchants.
|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:420213}}
|{{#item:490485}}
|Lower Headgear
|Accessory (Left)
|Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds.
|[[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}}.
|-
|-
|{{#item:450284}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|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}}
|{{#item:400991}}
|[[Constellation Tower]]
|Headgear
|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 a {{#item:480351}} with the {{#item:313018}} enchant, {{#item:490136}} with {{#item:313038}}, and {{#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.
|???
|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:550133}}
|{{#item:550177}}
|rowspan="2"| Rod
|Weapon
|[[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.  
|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.
 
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}}
|{{#item:470337}}
|[[Time Gap Weapons]]
|rowspan="2"| Footgear
|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}}.
|???
|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:460020}}
|{{#item:470338}}
|rowspan="2"| Shield
|???
|[[Alice Twisted Madness]]
|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.
|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}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
|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:480351}}
|'''Beginner Shadow Gear'''
|Garment
|rowspan="2"| Shadow Gear Set
|[[Garden of Time]] - [[Divine Beast's Cloak: Autumn]]
|rowspan="2"| @go eden, Lucy
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450173}} above for more info.
|Starter shadow set
|-
|-
|{{#item:470204}}
|'''Advanced Shadow Gear'''
|Footgear
|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.
|Sunken Ship
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|-
|-
|{{#item:490136}}
|{{#item:24883}}<br>{{#item:24884}}
|Accessory (Right)
|Shadow Armor, Shadow Shoes
|[[Constellation Tower]]
|rowspan="6"| [[Shadow Gear]]
|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.
|Shadow armor and shoes that increase magical damage.
|-
|-
|{{#item:490485}}
|{{#item:24753}}<br>{{#item:24754}}
|Accessory (Left)
|Shadow Weapon, Shadow Shield
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|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.
|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 285+ (Future, currently unobtainable here)'''
|{{#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:400991}}
|{{#item:24665}}<br>{{#item:24668}}
|Headgear
|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.
|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: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: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: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
|-
|'''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:24883}}<br>{{#item:24884}}
|Shadow Armor, Shadow Shoes
|rowspan="5"| [[Shadow Gear]]
|Shadow armor and shoes that increase magical damage.
|-
|{{#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.
|-
|<br>{{#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:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
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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% " |Pets
! style="background-color:#ADD8E6; color:Black;  width: 100% " |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.
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.
 
 
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build.
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build.
|-
|-
|}
|}
 
 
===Tips and Tricks===
===Tips and Tricks===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Leveling (WIP)
|-
|'''WORK IN PROGRESS''', placeholder, may contain suboptimal info
 
'''Path 1: Questing Route'''
*1-20 Prontera Field / Culvert, grab Eden stuff
*20-45 Payon Dungeon, activate Manual at level 40
*45-70 Orc Dungeon, max Fire Ball
*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. Turn in Malaya Quest.
*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 {{#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
*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
*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]]


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
'''Path 2: GaoSuper (1-200)'''
|-
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon.<br>
! style="background-color:#ADD8E6; color:Black; width: 100% " |Leveling (WIP)
[[File:PandaAdmireWizardPNG.png|40x40px]]  [https://www.youtube.com/watch?v=QK-wNzp0ElA HAIL GAOSUPER!!!] [[File:PandaAdmireWizardPNGmirror.png|40x40px]]
|-
|'''WORK IN PROGRESS''', placeholder, may contain wrong info


*1-20 Prontera Field / Culvert, grab Eden stuff
Timestamps and explanations (currently simplistic, will add more details later):
*20-45 Payon Dungeon, activate Manual at level 40
*0:00 - character creation
*45-70 Orc Dungeon, max Fire Ball
*0:20 - start, beginner quest
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*1:55 - Stat distribution (/dex+ 99), Payon Dungeon
*100-125 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips
*More coming soon!
*125-150 [[16.2 Terra Gloria]], grab some gray 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 Freedom Stick, then upgrade to Patent Freedom Stick
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
*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]]
|-
|-
|}
|}
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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 (WIP)
! 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 heavy 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.  
|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. --->


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<u>'''Super Novice:'''</u>
<u>'''Super Novice:'''</u>


*Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
*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.
*Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
*Focus more on hit-and-run tactics by leveling up quick-cast skills like {{#skill:17}} instead of slow-casting bolt spells.
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*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.
*Due to the Super Novice having absolutely atrocious HP and SP pools until level 99, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere 700 HP. It's better to completely evade attacks instead of taking a hit with such low HP.
*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>
<u>'''Ex. Super Novice'''</u>


When soloing, I get writer's block!
*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.
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.
*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.




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<!-- 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. -->
<!-- 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.
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.'''




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<u>Skill rotation 1:</u><br>
<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>
{{#skill:5457}} build based on the skill build above with end-game gear - {{#item:400545}} + {{#item:550152}} combo. <br>
Hell's Drive skill doesn't seem to be loading properly, so it will be Hell's Drive without the skill logo for now.<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>
This rotation requires at least 30% ACD and 160 ASPD. Slashed skills mean they can be added if you have even more ACD reduction and 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)
(Start) {{#skill:5457}} > {{#skill:5456}} > {{#skill:5459}} > <s>'''Hell's Drive'''</s> > {{#skill:5456}} '''--->''' {{#skill:5457}} > '''Hell's Drive''' > {{#skill:5456}} > '''Hell's Drive''' > <s>'''Hell's Drive'''</s> (End)(Repeat)




<u>Skill rotation 2:</u><br>
<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>
{{#skill:5457}} build based on the skill build above with late-game gear - fully enchanted {{#item:550089}} with {{#item:400111}}. <br>
Hell's Drive skill doesn't seem to be loading properly, so it will be Hell's Drive without the skill logo for now.<br>
This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<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 reduction and ASPD. 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)
(Start) {{#skill:5457}} > <s>{{#skill:5456}}</s> >{{#skill:5459}} > '''Hell's Drive x3''' '''--->''' {{#skill:5457}} > <s>{{#skill:5456}}</s> > '''Hell's Drive x4''' (End)(Repeat)




<u>Skill rotation 3 (WIP):</u><br>
<u>Skill rotation 3 (WIP):</u><br>
{{#skill:5460}} build - {{#item:400545}} + {{#item:550133}} combo. <br>
{{#skill:5460}} build - {{#item:400545}} + {{#item:550133}} 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 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) >  >  > '''--->'''  >  >  (End)(Repeat)
(Start) {{#skill:5457}} or {{#skill:5459}} then spam {{#skill:5460}} (End)(Repeat)




<!-- <u>Skill rotation 4:</u><br>
<!-- <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>
{{#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>
Hell's Drive skill doesn't seem to be loading properly, so it will be Hell's Drive without the skill logo for now.<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>
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) -->
(Start) (End)(Repeat) -->
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<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene  --->
<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene  --->


== Hybrid (Experimental, work in progress) ==
== 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"
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|-
|-
|POW
|POW
|70-100
|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.
|-
|-
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|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 skills like Autoguard.
|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
|70-100
|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
|70-100
|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
|70-100
|50-80
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using Mega Sonic Blow.
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using {{#skill:5452}}
|-
|-
|}
|}
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