Rakugaki's PvM Hyper Novice: Difference between revisions

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(→‎Equipment: My goodness, this section is so borked I had to copy-paste from my SE guide then tweak it for Melee HN. At least it's mostly done now whew)
 
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{| class="wikitable" width="35%" style="background-color:#ffffcc;"
{| class="wikitable" width="35%" style="background-color:#ffffcc;"
|rowspan="2"|'''NOTICE'''
|rowspan="2"|'''GUIDE<BR>STATUS'''
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
! style="text-align:center; {{#if:{{{bg|}}} | This guide is always a work in progress
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|-
|style="text-align:center;| The Magical section is up to date for the most part. The two Physicals, Melee and Ranged, are being updated slowly but surely. The Hybrid section is still outdated and have erroneous (wrong) info.
|style="text-align:left;|
All builds except Hybrid are good to go! However, both Melee and Ranged builds are still missing their Strategy sections because I'm still testing them out. Still, I hope you enjoy reading!
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= Overview =
= Overview =
'''Work in progress'''
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance their capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance their capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.


'''Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.'''
'''This guide is tailor-made for MuhRO. There are things here which may not be found in other servers, such as the ability to use the +50 CRIT Super Novice chant as early as Base Level 45 / Job Level 1.'''


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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
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! style="width:100%"|'''Hidden Skills'''
! style="width:100%"|'''Hidden Secrets'''
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|-
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|{{#Skill:268}}
|{{#Skill:268}}
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. If you think being in SB mode is more of a detriment, you can go back and click on the Healer NPC to remove it, or you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you.
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. SB is more of a detriment than a benefit at the late game unless a backup tank is needed. When it happens, you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you. A Cardinal can remove it with {{#skill:2052}}. Or you can go back and click on the Healer NPC to remove it.


'''This skill will always trigger at Base Level 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene
'''This skill will always trigger at Base Level 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene
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|-
|-
|Bonus stats
|Bonus stats
|Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.
|<s>Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.</s><br>Server customization: The +10 all stats bonus is permanent from level 99 onwards - you will not lose it on death. However, your deaths will still be recorded and is removed by the Healer NPC (SN angel will not appear), or using {{#skill:451}}, 1% success chance, indicated by the appearance of the female Super Novice Level Up Angel.
Super Novice Spirit restores the bonus (1% chance).
|-
|-
|{{#skill:451}} from Soul Linker
|If you have a Soul Linker in an Alt Account or a friend who is a Soul Linker, you can use {{#skill:451}} to enable the use of ANY headgear, like a fully-enchanted overpowered +15 {{#item:400990}}, at Base Level 90+ above, and Level 4 dagger/axe/1h sword/rod weapons at Base Level 96+, not level 3 and level 5 sadly. This can make leveling significantly easier. If you die and lose the Soul Link, the headgear/weapon will remain equipped. But if you change maps or relog, they'll be de-equipped and you'll need another {{#skill:451}} to reequip them.
[[File:SN wearing SE TDRC and Level 4 weapon.png]]
<!---[[File:SN wearing SE TDRC.png]]
[[File:Brat wearing powerful headgear.jpg]]--->
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== Mage ==
== Mage ==
[[File:Hyper Novice surviving Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]
[[File:Hyper Novice surviving Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]
<!--[[File:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]-->
 
<!--[[File:Sad little miserable brat in the Zero Cell Carousel.jpg|thumb|This cute little Hyper Novice is seriously lacking in firepower (his armor got stripped or broken and forgot to equip), but at least he's having "fun" playing Ring Around the Rosie with a bunch of extremely dangerous 3rd job monsters.]]
[[File:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]-->
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''Click here for a more specialized Wind/Water-focused guide: [[Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan]]'''<br>
'''Click here for a more specialized Wind/Water-focused guide: [[Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan]]'''<br>
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|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|-
|{{#item:400675}}
|rowspan="2"| Upper Headgear
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like to be a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
|-
|-
|{{#item:400111}}
|{{#item:400111}}
|Upper Headgear
|Juperos F2 near entrance
|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.
|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.
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|[[20 The Immortal]]
|[[20 The Immortal]]
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:550148}}
|Rod
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, you get an FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5456}} and {{#skill:5458}} builds.
|-
|-
|{{#item:550089}}
|{{#item:550089}}
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|-
|-
|{{#item:450268}}
|{{#item:450268}}
|rowspan="3"| Footgear
|rowspan="4"| Footgear
|[[20 The Immortal]]
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
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|[[20 The Immortal]]
|[[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.
|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:470265}}
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this helmet. Upgrade it to a +11 Grade C.
|-
|-
|{{#item:470204}}
|{{#item:470204}}
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|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+'''
|-
|{{#item:400991}}
|rowspan="3"| Upper Headgear
|[[Chapter_1#Zero_Cell_Sector]]
|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:5227}} 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:400545}}
|{{#item:400545}}
|rowspan="2"| Upper Headgear
|Depth 2
|Depth 2
|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.
|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.
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|{{#item:400724}}
|{{#item:400724}}
|[[21 Age of Heroes]]
|[[21 Age of Heroes]]
|Probably the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits.
|One 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.
|-
|-
|{{#item:410233}}
|{{#item:410233}}
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|-
|-
|{{#item:550133}}
|{{#item:550133}}
|rowspan="2"| Rod
|rowspan="3"| Rod
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]]
|[[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.  
|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.  
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|[[Time Gap Weapons]]
|[[Time Gap Weapons]]
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts {{#Skill:5457}} and {{#Skill:5456}} when paired with {{#item:400545}}.
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts {{#Skill:5457}} and {{#Skill:5456}} when paired with {{#item:400545}}.
|-
|{{#item:550177}}
|[[Chapter_1#Zero_Cell_Sector]]
|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. Before obtaining this, try to get a {{#item:550137}} with a high increase in Wind, Water, or All-Element enchants, or just plain MATK, before reforming it.
|-
|-
|{{#item:2113}}
|{{#item:2113}}
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| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|-
|-
|{{#item:400991}}
|{{#item:401117}}
|Headgear
|Upper Headgear
|[[Chapter_1#Zero_Cell_Sector]]
|[[Stardust Equipment]]
|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:5227}} 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.
|Significantly increases Ghost and Wind element damage and skills. Must be paired with {{#item:500134}}, preferably a +12 Grade A in order to activate its special effect: When casting {{#skill:5460}}, autocast {{#skill:2214}}.
|-
|{{#item:401057}}
|Upper Headgear
|[[Stardust Equipment]]
|Significantly increases magic power. Depending on the garment, gain big elemental bonuses.
|-
|{{#item:500134}}
|Rod
|[[Stardust Equipment]]
|Significantly increases Ghost and Wind element damage and skills. Must be paired with {{#item:401117}}, preferably a +12 Grade A in order to activate its special effect: When casting {{#skill:5460}}, autocast {{#skill:2214}}.
|-
|{{#item:480673}}
|Garment
|[[Stardust Equipment]]
|Significantly increases the damage of Neutral, Fire, Earth, Water, Wind, Poison, and Dark element magic, especially when paired with {{#item:401057}}.  
|-
|-
|{{#item:550177}}
|{{#item:480674}}
|Weapon
|Garment
|[[Chapter_1#Zero_Cell_Sector]]
|[[Stardust Equipment]]
|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.
|Significantly increases the damage of Undead, Fire, Neutral, Wind, Ghost, Holy, and Dark element magic, especially when paired with {{#item:401057}}.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
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! style="background-color:#ADD8E6; color:Black;  width: 100% " |Leveling (WIP)
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Leveling (WIP)
|-
|-
|'''WORK IN PROGRESS''', placeholder, may contain suboptimal info
|'''WORK IN PROGRESS'''


'''Path 1: Questing Route'''
'''Path 1: Questing Route'''
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy
! style="background-color:#ADD8E6; color:Black;  width: 100% " |1x Leveling (New Game +, WIP)
|-
|-
|The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's 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.  
|'''WORK IN PROGRESS: 1-99 and 200-250 looks good to go, but 100-200 is still lacking.'''<br>There is a new 1x rate that boosts drop rate by 50% at level 250. This "New Game+" route assumes you have a well-geared and high level Hyper Novice or Main Character and have at least 1 Alt Account with a Soul Linker/Reaper/Ascetic. It will take advantage of {{#skill:451}} - At level 90, you can wear ANY HEADGEAR, like a Grade A +15 {{#item:400991}}, and at level 96, you can equip any Level 4 weapon. A +7 or better {{#item:550081}} can be used to more quickly kill enemies. If you have enough VCT and FCT reduction, you can equip {{#item:25420}} and {{#item:25419}} to reduce {{#skill:2449}}'s cooldown from a dismal 5 seconds to a more tolerable 3 seconds.
'''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. --->
 
*1-10 Beginner Tutorial, Prontera Field / Culvert, grab Eden stuff at level 10
*10-40 Payon Dungeon. Grab 1-39 Eden Quests. Activate Manual at level 40. Having a {{#item:13440}} from [[Old Glast Heim]] and {{#item:4084}} to enable {{#skill:7}} can make leveling a little easier.
*40-70 Max {{#skill:17}}, grab Orc Zombie, Orc Skeleton and Zenorc Eden Board Quest and go to Orc Dungeon. After killing Orc Zombie, head southeast for the Orc Skeletons and Zenorcs. Beware the Orc Archers. Change job to Super Novice at Base Level 45.
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*100-120 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest. There are multiple routes for leveling:
**100-110: Exit Thor Dungeon > Magmaring > Go East for Drosera/Muscipular
**100-110: Ice Dungeon > Siroma > type @lw and exit > Desert Wolf > Go down south for the Hill Winds > Go east for the Kobolds
**110-120: Ice Dungeon > Siroma > Head to the center and target Snowier > Head north and destroy Ice Titans and Gazeti
**100-120: Illusion of Moonlight
*125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips
**120-140: Eden Board Quests 120-140
**120-130: Illusion of Frozen
**130-150: Illusion of Vampire. Save the {{#item:6223}}. You can turn them to {{#item:985}}, then {{#item:1000331}} at the later parts of the game.
*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.
**150-160: Illusion of Teddy Bear
**160-170: Illusion of Luanda or Illusion of Twins if you're feeling brave (the ants hurt a lot unless you have high Flee)
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
**170-180: Illusion of Twins
**170-190: Illusion of Labyrinth
**180-190: Illusion of Underwater 2
**190-230: Abyss4, Odin Past and Einbech3. Lots of quests means lots of heirlooms and eden coins!
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]])
**200-210: Nif1, Rudus4, or continue with Abyss4 and Einbech3
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
**210-230: Abyss4, Odin Past or Einbech3 are still the best.
*230-250 [[20 The Immortal]], Nif2 at 240
**230-240: Amicitia 2 or Ami2 for short. So far, '''this is the MOST PAINFULLY SLOW PART''', made worse by those annoying NAPEOs teleporting like it's going out of style and slowing down your progress. Thankfully, Hyper Novices can go to Ami2 directly via {{#skill:27}}. Type /memo at Ami2's entrance and you can freely warp there. Such is the quality of life of Hyper Novices and Cardinals. ALWAYS MAKE A BEELINE FOR NAPEO BEFORE THEY TELEPORT. Everything else is collateral damage.
**230-240: Abyss4, Odin Past or Einbech3 are still viable, though it may take a bit longer to level up compared to Ami2. However, getting a lot of heirlooms and eden coins is still enticing.
**240-250: Nif2. Slower leveling but easier for the less geared. Mobs give around half the EXP compared to [[Varmundt's Biosphere]]. However, Grotes drop the highly coveted {{#item:12103}} in exchange, and you should get more of them with the 48% increased drop rate at level 240. If you want to level up faster though, make sure you're geared enough for...
**240-250: ...Biosphere A and B. The horrible and '''NASTEA''' Ami2 slog is finally over! Leveling is far easier because the dungeons are VERY CROWDED with tons of mobs, the kill quest is generalized unlike Ami2 where you need to kill X number of specific mobs, and if you're strong enough, turning in a quest should take no longer than 2mins most of the time, compared to Ami2's 3-5mins depending on your luck with Napeo the {{#skill:26}} addict. Pick a dungeon of your liking - all the dungeons have mobs that give more or less the same amount of EXP (65 - 71M), and kill quests that give the same amount of EXP, despite Fire, Ice, Grass and Death mobs having ~15M less HP than Temple, Soul and Venom mobs.
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]]
**250+: [[Unknown Blue Hole]] or [[Niflheim Pumpkin Farm]].
**250+: [[Varmundt's Biosphere Depth]] if you're strong enough. Always keep distance from annoying stripper Lava Toads! They've been badly influenced by Ifrit the {{#skill:476}}per. Always remember to turn-in every 300 kills!
|-
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! 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 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. --->




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*'''Enemy no. 6 - Bloody Slasher.''' High Flee and constantly moving should solve most problems. In addition to {{#skill:2006}} from their adult forms, they have Break Equipment Skills and likes casting them too. They're the tankiest of the bunch in this Eroded Bad Land.
*'''Enemy no. 6 - Bloody Slasher.''' High Flee and constantly moving should solve most problems. In addition to {{#skill:2006}} from their adult forms, they have Break Equipment Skills and likes casting them too. They're the tankiest of the bunch in this Eroded Bad Land.
*'''Enemy no. 7 - Shadiest.''' Has Break Armor, a pull in the form of {{#skill:2020}} and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but {{#skill:2020}} can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's {{#skill:2020}} and {{#skill:92}}.
*'''Enemy no. 7 - Shadiest.''' Has Break Armor, a pull in the form of {{#skill:2020}} and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but {{#skill:2020}} can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's {{#skill:2020}} and {{#skill:92}}.
|-
|}
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Zero Cell - Lux (WIP, currently not applicable)
|-
|
[[File:Sad little brat plays Merry Go Round with vile evil 3rd jobs.jpg|thumb|<s>Ring around the rosie, pocket full of posies, ashes, ashes, we all fall DOWN!</s>This is actually a bug. The mobs are supposed to unleash their skills when they see you, not when they get close.]]
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Zero Cell parties at the moment, or if parties are full. This is based on my experience having entered the dungeon just once as of now, and will change over time.
1 - Get POWERFUL, HEAVILY-ENCHANTED END-GAME equips, preferably with the most important gears at +15, and have at least 80,000HP.
2 - Use {{#item:23204}} so you won't die due too quickly, though you will still die real fast anyways. {{#item:50035}} is better. {{#item:50036}} is highly recommended.
3 - <s>If your DPS is just merely adequate to survive here, watch out for the Arch Bishop, because it looks like they're the only ones smart enough to cast {{#skill:2040}} from a distance. The rest, including the Sorcerer for some reason, seem to use their skills only when they get up close and personal. Because of this, it may be possible to kite them and slowly finish them off. Find a big-enough space and get ready to play a long game of "Ring Around the Rosie" with extremely dangerous and deadly 3rd job mobs. Oh what fun it is to ride in the Zero Cell Carousel. OF DEATH!!!</s>
This is a bug. They'll unleash a world of hurt when they see you.
|-
|-
|}
|}
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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  --->


== Melee Physical (WIP)==
== Melee Physical ==
[[File:Melee Physical Brat in Bio Temple.jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins in Biosphere Temple.]]
[[File:Melee Physical Brat in Depth1.jpg|thumb|Melee build Hyper Novice surviving in Depth1.]]
<!--[[File:Melee Physical Brat in Bio Temple.jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins in Biosphere Temple.]]-->


'''For a much better and more comprehensive guide on Melee Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
'''For a much better and more comprehensive guide on Melee Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
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|{{#item:510039}}
|{{#item:510039}}
|Weapon
|Weapon
|[[Eden Group]]
|[[Beginners Guide|Eden Academy]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
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|{{#item:510071}}
|{{#item:510071}}
|Dagger
|Dagger
|[[Ancient Hero]]
|[[Bioresearch Laboratory]]
|This patented and blessed knife makes life a lot easier by enabling the use of Level 10 {{#skill:2284}} at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
|This patented and blessed knife makes life a lot easier by enabling the use of Level 10 {{#skill:2284}} at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
|-
|-
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|Upper Headgear
|Upper Headgear
|[[OS / OS-LT Headgears]]
|[[OS / OS-LT Headgears]]
|Upgraded versions of OS Headgear. Best paired with {{#item:540051}}.
|Upgraded versions of OS Headgear.
|-
|-
|{{#item:410094}}
|{{#item:410094}}
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|{{#item:18754}}
|{{#item:18754}}
|Lower Headgear
|Lower Headgear
|
|[[Equipment_Crafting#Floating_Book_-_Rideword_Hat,_Blood_Sucker,_Officer's_Hat|Equipment Crafting]]
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|-
|-
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|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|-
|{{#item:400675}}
|Upper Headgear
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
|-
|-
|{{#item:400109}}
|{{#item:400109}}
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|{{#item:410080}}
|{{#item:410080}}
|Middle Headgear
|Middle Headgear
|[[Verus]]
|[[Deep Blue Sunglasses]], @go 59, Cool Mechanic NPC just left of spawn
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get ATK enchants.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get ATK enchants.
|-
|-
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|
|
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|-
|{{#item:450264}}
|Armor
|[[20 The Immortal]]
|An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#item:450270}}
|{{#item:450270}}
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|[[20 The Immortal]]
|[[20 The Immortal]]
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|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:500103}}
|One-Handed Sword
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, {{#skill:5451}} gets FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5451}} builds.
|-
|-
|{{#item:500055}}
|{{#item:500055}}
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|Episode 20
|Episode 20
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 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!
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|{{#item:450266}}
|Garment
|[[20 The Immortal]]
|This CLOAK is adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the VCT boost. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#item:480283}}
|{{#item:480283}}
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|[[20 The Immortal]]
|[[20 The Immortal]]
|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.
|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:470265}}
|Footgear
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this footgear. Upgrade it to a +11 Grade C.
|-
|{{#item:470196}}
|Footgear
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|-
|-
|{{#item:470197}}
|{{#item:470197}}
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|Upper Headgear
|Upper Headgear
|Depth 2
|Depth 2
|Best in slot headgear. Its full power is unleashed at Grade A and when paired with a Grade A {{#item:540083}}
|Best in slot headgear. Its full power is unleashed at Grade A and when paired with a Grade A {{#item:500094}}
|-
|-
|{{#item:410233}}
|{{#item:410233}}
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|Armor
|Armor
|[[Varmundt's Biosphere Depth]]
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of ATK, CRIT, and CRIT DMG, especially at higher grades and higher refines.
|The 2nd best-in-slot armor for MSB will serve you well until all the stars align. Grants copious amounts of ATK, CRIT, and CRIT DMG, especially at higher grades and higher refines.
|-
|-
|{{#item:450282}}
|{{#item:450282}}
|Armor
|Armor
|[[Varmundt's Biosphere Depth]]
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of ATK and Melee Physical DMG, especially at higher grades and higher refines. Because you have access to the SN Chant that grants +50 CRIT, this may be a little better compared to the Corruption Poison Rune Cloth above.
|The 2nd best-in-slot armor for DBB will serve you well until all the stars align. Grants copious amounts of ATK and Melee Physical DMG, especially at higher grades and higher refines. Because you have access to the SN Chant that grants +50 CRIT, this may be a little better for MSB too, compared to the Corruption Poison Rune Cloth above.
|-
|-
|{{#item:450169}}
|{{#item:450169}}
Line 2,413: Line 2,546:
*{{#item:480352}} with the {{#item:313023}} enchant,  
*{{#item:480352}} with the {{#item:313023}} enchant,  
*{{#item:490135}} with {{#item:313033}},
*{{#item:490135}} with {{#item:313033}},
*{{#item:490486}} with {{#item:312996}},
*{{#item:490486}} with {{#item:312986}},
There will be a huge increase in power.
There will be a huge increase in power.
|-
|-
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|Sword
|Sword
|[[Varmundt's Biosphere Depth 2|Depth 2]]
|[[Varmundt's Biosphere Depth 2|Depth 2]]
|Most powerful and best-in-slot weapon despite its -17 ASPD penalty. It can have two powerful enchants of your choosing, no RNG nonsense. At Grade A and paired with a Grade A {{#item:400543}}, it further increases {{#Skill:5451}} damage and FINALLY gives the Physical Hyper Novice a cutesy little gap closer - {{#skill:2022}}. Though if you're stuck after stepping on something incredibly sticky, like getting {{#skill:405}}ed, {{#skill:2022}} will fail.
|One of the strongest weapons despite its -17 ASPD penalty. It can have two powerful enchants of your choosing, no RNG nonsense. At Grade A and paired with a Grade A {{#item:400545}}, it further increases {{#Skill:5451}} damage and FINALLY gives the Physical Hyper Novice an actual gap closer - {{#skill:2022}}. Though if you step on something incredibly sticky, like {{#skill:405}}, {{#skill:2022}} will fail.
|-
|{{#item:590112}}
|Mace
|[[Chapter 1]]
|An adorably cute, unfrighteningly spoopy, and totally harmless little mace tailor-made for {{#skill:5451}}, greatly increasing its effectiveness. Unlike the Frontier combo for Mage HNs, this is a standalone. When using {{#skill:5461}}, for 150 seconds, enables the use of {{#skill:6513}} and reduces the cooldown of {{#skill:5451}} by 0.2 seconds. Finally, because it is a Mace, and a cute one at that, its -10 ASPD penalty is also cute compared to Daggers and One-Handed Swords (-15 and -17 respectively). ADORABLE!
Try getting a very scary and intimidating-looking +10 {{#item:590081}}, preferably with Non-Crit Physical Damage modifiers and reform it, to something that is literally a cheap plastic pumpkin with a cheap paraffin candle inside nailed to a wooden handle that can be bought at a thrift store. How something so cheap and fragile-looking is actually indestructible and can easily eliminate angry homonculi with zero cells with the right hands is a mystery.
|-
|-
|{{#item:460020}}
|{{#item:460020}}
Line 2,430: Line 2,569:
|Episode 20
|Episode 20
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of {{#item:300465}}'s bonuses. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 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!
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of {{#item:300465}}'s bonuses. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|{{#item:480349}}
|Garment
|[[Garden of Time]] - [[Divine Beast's Cloak: Summer]]
|Best-in-slot Garment for DBB, becoming even stronger when all the stars align. See the {{#item:450169}} above for more info.
|-
|-
|{{#item:480352}}
|{{#item:480352}}
|Garment
|Garment
|[[Garden of Time]] - [[Divine Beast's Cloak: Winter]]
|[[Garden of Time]] - [[Divine Beast's Cloak: Winter]]
|Best-in-slot Garment for MSB-focused builds, becoming even stronger when all the stars align. See the {{#item:450172}} above for more info.
|Best-in-slot Garment for MSB, becoming even stronger when all the stars align. See the {{#item:450172}} above for more info.
|-
|-
|{{#item:470174}}
|{{#item:470174}}
Line 2,456: Line 2,600:
|Boosts physical power and CRIT at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you need more CRIT and CRIT DMG, pick this one. Best for MSB builds.
|Boosts physical power and CRIT at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you need more CRIT and CRIT DMG, pick this one. Best for MSB builds.
|-
|-
|{{#item:490135}}
|{{#item:490132}}
|Accessory (Right)
|Accessory (Right)
|[[Constellation Tower]]
|[[Constellation Tower]]
|The best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening RNG.
|The best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening RNG.
|-
|{{#item:490483}}
|Accessory (Left)
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480349}}.
|-
|-
|{{#item:490132}}
|{{#item:490135}}
|Accessory (Right)
|Accessory (Right)
|[[Constellation Tower]]
|[[Constellation Tower]]
|The best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening RNG.
|The best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening RNG.
|-
|-
|{{#item:490486}}
|{{#item:490486}}
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|[[Garden of Time]] - [[Circulation of Life Accessories]]
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480352}}.
|The other best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480352}}.
|-
|{{#item:490483}}
|Accessory (Left)
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480349}}.
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|-
|-
|{{#item:590112}}
|???
|Weapon
|???
|[[Chapter 1]]
|???
|An adorably cute, unfrighteningly spoopy, and totally harmless little mace tailor-made for {{#skill:5451}}, greatly increasing its effectiveness. Unlike the Frontier combo for Mage HNs, this is a standalone. When using {{#skill:5461}}, for 150 seconds, enables the use of {{#skill:6513}} and reduces the cooldown of {{#skill:5451}} by 0.2 seconds. Finally, because it is a Mace, and a cute one at that, its -10 ASPD penalty is also cute compared to Daggers and One-Handed Swords. ADORABLE!
|???
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Shadow Equipment'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Shadow Equipment'''
Line 2,597: Line 2,741:
! style=" width: 80% " | Notes
! style=" width: 80% " | Notes
|-
|-
|{{#item:4468}}
|{{#item:300150}}<br>{{#item:4524}}
{{#item:4458}}
|Headgear
|Headgear
|Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
|Early to mid game cards that boost ATK. Place {{#item:4524}} at slotted mid headgears.
|-
|-
| {{#item:30150}}
|{{#item:300459}}
|Headgear
|Headgear
|One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate.
|Best paired with {{#item:300461}}.
|-
|-
|{{#item:40015}}
|{{#item:300360}}
|Headgear
|Headgear
|Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear.
|Best card for Physical Damage at the cost of increased SP cost. Best placed in +11 Headgears.
|-
|-
|{{#item:27328}}
|{{#item:300456}}
|Headgear
|Headgear
|Early-game card dropped by all [[Bios Island]] non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.
|Use if more ACD is needed. Can be placed in slotted mid headgears, but is best in upper headgears. Can be paired with {{#item:300455}}
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.
|-
 
|{{#item:27396}}
When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.
|Headgear
 
|Use if more ACD is needed.
When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.
|-
 
|{{#item:4241}}
When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
|Headgear
 
|Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really <s>kuripot</s> stingy with zeny and refuse to buy SP-recovering stuff, like me.
'''When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.'''
|-
 
|{{#item:4393}}
When equipped with Phen Card, reduces variable casting time by 25%.
|Armor
 
|Best paired with {{#item:300271}}{{#item:300271}}{{#item:300271}} :3 for significantly increased Melee damage.
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
|-
 
|{{#item:300362}}
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
|Armor
 
|Increases Physical Damage. When paired with {{#item:300360}}, ATK +10%.
When equipped with Magalodon Card, Def + 100.
|-
|{{#item:300376}}
|Armor
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|-
|-
|{{#item:27288}}
|{{#item:300524}}
|Armor
|Armor
|Early-mid game card. Increases Hit and ATK.
|Significantly increases Melee Damage when paired with {{#item:300515}} but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you can find a way to increase CRIT rate, it's the best for MSB.
|-
|-
|{{#item:4393}}
|{{#item:300523}}
|Armor
|Armor
|Every 18 Base STR = +1 INT. When paired with {{C#item:300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
|Increases CRIT and and CRIT DMG, especially at higher refines.
|-
|-
|{{#item:4392}}
|{{#item:300646}}
|Armor
|Armor
|Every 18 Base VIT = +1 DEX. When paired with {{C#item:300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
|Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|-
|{{#item:300310}}
|{{#item:300665}}
|Armor
|Armor
|Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with {{C#item:300422 }} for melee builds or {{C#item:300426}} for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption.
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 {{#skill:5505}})
|-
|-
|{{#item:4082}}
|{{#item:300533}}
|Weapon
|Armor
|ATK +5 and increases damage to Small monsters by 15%. When combined with the '''Corrupt Life Card''', damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative.
|A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
|-
|-
|{{#item:4117}}
|{{#item:4608}}
|Weapon
|Weapon
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|Boosts damage against Medium and Large monsters. Pair it with {{#item:4609}}
|-
|-
|{{#item:4115}}
|{{#item:27361}}
|Weapon
|Weapon
|Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt.
|Boosts damage against Medium and Large monsters. That's about it.
|-
|-
|{{#item:31024}}
|{{#item:300455}}
|Weapon
|Weapon
|Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG.
|Boosts damage against Small and Medium monsters. Can be paired with {{#item:300457}}.
|-
|-
|{{#item:27339}}
|{{#item:300461}}
|Weapon
|Weapon
|This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards.
|Increases Melee Damage, even moreso when paired with {{#item:300459}}
|-
|-
|{{#item:300231}}
|{{#item:300240}}
|Weapon
|Weapon
|This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. '''Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?'''
|Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|-
|-
|{{#item:300420}}
|{{#item:300659}}
|Weapon
|Weapon
|This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards.
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|-
|-
|{{#item:4608}}
|{{#item:300661}}
|Weapon
|Weapon
|Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters.
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|-
|-
|{{#item:300263}}
|{{#item:27356}}
|Weapon
|Shield
|When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined.
|The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|-
|{{#item:4609}}
|{{#item:4609}}
|Shield
|Shield
|Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
|Best paired with {{#item:4608}}. Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
|-
|-
|{{#item:300240}}
|{{#item:4413}}
|Shield
|Shield
|A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|-
|-
|{{#item:4413}}
|{{#item:300379}}
|Shield
|Shield
|A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|-
|{{#item:4588}}
|{{#item:300465}}
|Garment
|Shield
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|Probably the best-in-slot shield card? Provides decent damage reduction while increasing offensive power at the same time. That LUK -25 though...
|-
|-
|{{#item:27176}}
|{{#item:27176}}
|Garment
|Garment
|Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
|A decent garment card, good for early-mid game. ATK +3 and ASPD +1% for every 10 base STR. If base STR is 120 and above, ATK +40.
|-
|-
|{{#item:300271}}
|{{#item:300261}}
|Garment
|Garment
|One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base STR.
|Provides CRIT every 10 Base LUK and an extra 30% CRIT DMG if Base LUK is 125. If CRIT is a problem, you can use this in the meantime.
|-
|-
|{{#item:300270}}
|{{#item:300271}}<br>
{{#item:300271}}<br>
{{#item:300271}}
|Garment
|Garment
|One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base DEX.
|When paired with a {{#item:4393}} card at level 200+ and with at least 120 Base STR, Melee Physical Damage is increased.
|-
|-
|{{#item:300422}}
|{{#item:300515}}
|Garment
|Garment
|If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}} but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you find ways to further increase your CRIT rate, this is the best for MSB.
|-
|-
|{{#item:300426}}
|{{#item:300644}}
|Garment
|Garment
|If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
|Greatly raises Melee Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|-
|-
|{{#item:27249}}
|{{#item:300144}}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|Increases ATK. When paired with {{#item:300150}}, increases CRIT DMG. Good early-mid game card.
|-
|-
|{{#item:27251}}
|{{#item:300177}}
|Footgear
|Footgear
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|{{#item:27252}}
|Footgear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#item:27258}}
|{{#item:300457}}
|Footgear
|Footgear
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|Complements the {{#item:300455}} quite nicely. Good for DBB builds.
|-
|-
|{{#item:27256}}
|{{#item:300380}}
|Footgear
|Footgear
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|A two-way tie for the best-in-slot footgear card for MSB, but requires a +12 Level 2 Footgear to bring out its full potential.
|-
|-
|{{#item:30144}}
|{{#item:300557}}
|Footgear
|Footgear
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|A two-way tie for the best-in-slot footgear card for MSB, providing almost identical damage to {{#item:300380}}, dealing either 0.5% more or less damage at +12.  
While {{#item:300380}} is on your main footgear, this card can be in your drop rate footgear, like {{#item:22055}}, preferably +12.
|-
|-
|{{#item:27183}}
|{{#item:300223}}<br>{{#item:300220}}
|Accessory
|Accessory
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|These two cards boost Melee damage.
|-
|-
|{{#item:300108}}
|{{#item:300365}}<br>{{#item:300367}}
|Accessory
|Accessory
|Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{#item:27172}} and {{#item:300097}} cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game.
|These two cards boost Melee damage and reduces VCT.
|-
|-
|{{#item:27171}}
|{{#item:300526}}
{{#item:300527}}
|Accessory
|Accessory
|STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side.
|These cards increase CRIT RATE while also reducing VCT.  
|-
|-
|{{#item:27170}}
|{{#item:300278}}
|Accessory
|Accessory
|AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
|CRIT DMG +15%. Good for MSB.
|-
|-
|{{#item:300242}}
|{{#item:300366}}<br>{{#item:300367}}
|Accessory
|Accessory
|Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, <!-- UNITED STATES OF -->smash, pierce and blow.
|These two cards boost CRIT RATE, CRIT DMG, and C.RATE.
|-
|{{#item:25207}}
{{#item:25208}}
|Upper costume headgear, garment costume
|If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects.
|-
|-
|{{#item:25210}}
|{{#item:25710}}<br>{{#item:1001328}}<br>{{#item:25492}}<br>{{#item:1001326}}
{{#item:25209}}
|Costume stone combo
|Upper costume headgear, garment costume
|This combination of Costume Stones are good from early-mid game, especially in the ESN phase. Enables the use of {{#skill:2005}} and {{#skill:2038}}.
|If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects.
|-
|-
|{{#item:1000377}}
|{{#item:1002281}}<br>{{#item:1002282}}<br>{{#item:1002283}}<br>{{#item:1002284}}
{{#item:1000378}}<br>
|Costume stone combo
{{#item:1000379}}
|The best Costume Stone combo. Boosts both DBB and MSB damage. However, {{#item:1002282}} by itself boosts Magic Element Damage. It can be replaced by {{#item:1001328}} if you focus on DBB - exchange 10% MSB damage for 10% Melee Physical Damage.
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost melee damage.
|-
|-
|{{#item:25304}}
|{{#item:1001055}}<br>{{#item:1000676}}<br>{{#item:1000524}}<br>{{#item:1000855}}<br>{{#item:1000526}}<br>{{#item:1000525}}
{{#item:25060}}<br>
|Garment Dual Costume Stones
{{#item:25305}}
|Choose one of these six Dual Stones depending on your needs.
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|{{#item:1000375}}
{{#item:25061}}<br>
{{#item:1000376}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost ranged damage.
|-
|{{#item:1001328}}
|Mid costume headgear
|This mid headgear costume stone is not yet implemented.
|-
|{{#item:25710}}
{{#item:25492}} <br>
{{#item:1001326}}
|Upper costume headgear, lower costume headgear, garment costume
|{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It.
|-
|-
|}
|}
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|The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
|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:9002 }}: Hit+3, ATK+3
*{{#item:9005}}: STR+1, ATK+5
*{{#item:9090}}: ATK+4%
*{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
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== Ranged Physical (placeholder, currently copy-paste of melee section above) ==
== Ranged Physical ==
[[File:PhysHN .jpg|thumb|Ranged build Hyper Novice doing something]]
[[File:PhysHN .jpg|thumb|Ranged build Hyper Novice doing something]]
[[File:PhysHN .jpg|thumb|Placeholder ranged screenshot]]
[[File:PhysHN .jpg|thumb|Placeholder ranged screenshot]]
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'''For more info on Ranged Build Hyper Novices, please consult [[File:PandaAdmireWizardPNG.png|40x40px]] Master Gao [[File:PandaAdmireWizardPNGmirror.png|40x40px]] if he's online.'''
'''For more info on Ranged Build Hyper Novices, please consult [[File:PandaAdmireWizardPNG.png|40x40px]] Master Gao [[File:PandaAdmireWizardPNGmirror.png|40x40px]] if he's online.'''


'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
<!---[[File:Raid SN Juperos.png|300px|right|thumb|Melee build Super Novice farming in Juperos.]] [[File:Raku Meteor Strike OGH Norm.png|300px|right|thumb|Meteor Strike Super Novice in Old Glast Heim Normal.]] [[File:File:Melee SN HTF.png|300px|right|thumb|Meteor Strike Super Novice soloing Horror Toy Factory.]] --->


{{#skill:5453}} will be shortened to SCR<br>
{{#skill:5454}} will be shortened to SPM<br>
For maximum spamming power, reduce VCT and FCT to 0, have at least 30% ACD reduction and 175+ ASPD.
=== Stats and Traits ===
=== Stats and Traits ===


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|-
|-
|DEX
|DEX
|60-80 / 120 (Ranged Hyper Novice builds)
|120
|Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max.
|Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max.
|-
|-
|LUK
|LUK
|60-80 / 120-125 (Mega Sonic Blow builds)
|60-80
|Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 (or 125 with {{#item:300261}}) to get as much CRIT Rate as possible while waiting for level 275 to access the Super Novice chant (see Hidden Skills above).
|Increases Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage. Try to get 100 total LUK for full immunity against Curse.
|-
|-
|}
|}
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|CON
|CON
|110
|110
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait.
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
|-
|-
|CRT
|CRT
|0-72
|0 or 72
|Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. Also buffs Heal, resulting in some potions saved.
|Not needed because SCR and SPM don't CRIT. But if you want extra {{#skill:28}} power, some CRT isn't too bad I guess...
|-
|-
|}
|}
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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:#9BDE9B; color:black;  width: 100% " |Skills: Physical
! style="background-color:#9BDE9B; width: 100% " | Skills: Super Novice (45-99)
|-
|-
|<!---[[File:Melee SN HTF.png|300px|right|thumb|With the power of the {{#item:16043| Chevrolet Suburban }}, a Super Novice makes sad Kimi happy.]] --->
|
The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
[[File:HN Phys SN Tree 1.png|thumb|left|900x900px|Skillset overview from level 45-99.]]
 
<!--[[File:HN Phys SN Tree.png|thumb|left|900x900px|Skillset overview from level 45-99. There are two ways to deal damage - Bashing or Autoattacking with the help of Double Attack.]] -->
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 15% " | Skill
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! style=" width: 90% " | Notes
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #9BDE9B; text-align: center;" colspan="4" | '''Super Novice'''
|-
|{{#skill:48}}
|10
|Adds a chance to double attack while autoattacking. At level 10, add a 70% chance to double attack while increasing Hit by 10%. Critical hits can double attack too. If you run out of SP, at least you can still deal decent damage.<br>
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a {{#item:4117}}, enabling Double Attack on any weapon.
|-
|{{#skill:5}}
|10
|A simple physical skill that makes you bash enemies real hard. Has an accuracy bonus, making hits easier to land on high Flee targets. Sadly, because Super Novices can't learn {{#skill:145}}, it can never stun above level 5...
|-
|-
|{{#skill:48 |Double Attack}}
|{{#skill:7}}
|Optional
|10
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.
|A small fire-element physical explosion in a 5x5 area around you. Gain 20% Fire Property damage bonus for 10 seconds. This is the only Physical AoE (area of effect) skill you have.
 
Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
|-
|-
|{{#skill:50 |Steal}}
|{{#skill:50}}
|5
|5
|Steal items from one target. Prerequisite for Hiding.
|Steal items from one target. Prerequisite for Hiding.
|-
|-
|{{#skill:51 |Hiding}}
|{{#skill:51}}
|1
|1
|Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
|Causes the player to become invisible but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race, and Boss monsters. Prerequisite for Tunnel Drive.
|-
|-
|{{#skill:28 |Heal}}
|{{#skill:28}}
|3
|3+
|Mainly for self-healing purposes.
|Mainly for self-healing purposes. It's better to use potions because SP is in limited supply.
|-
|-
|{{#skill:29 |Increase AGI}}
|{{#skill:29}}
|10
|10
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
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Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
|-
|-
|{{#skill:31 |Aqua Benedicta}}
|{{#skill:31}}
|1
|1
|Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 200z per Holy Water bottle.
|Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 666z (lulwut) per Holy Water bottle.
|-
|-
|{{#skill:34 |Blessing}}
|{{#skill:34}}
|Optional
|10
|Makes you hit harder and more accurately. Optional.
|Makes you hit harder and more accurately. Optional.
|-
|-
|{{#skill:9 |Increase SP Recovery}}
|{{#skill:9}}
|Optional
|Optional
|Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here.
|Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here.
|-
|-
|{{#skill:45 |Attention Concentrate}}
|{{#skill:45}}
|10
|10
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
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Your main source of DEX and AGI at higher levels. Max this.
Your main source of DEX and AGI at higher levels. Max this.
|-
|-
|{{#skill:24 |Ruwach}}
|{{#skill:24}}
|1
|1
|Reveals and deals Holy Element magic damage to hidden enemies.
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|{{#skill:26 |Teleport}}
|{{#skill:26}}
|1
|1
|Save weight, money, inventory space and the grind for items that enable it!
|Save the weight, money, inventory space,<!--oxford comma because why not lelel--> and grind for items that enable it!
|-
|-
|{{#skill:11 |Napalm Beat}}
|}
|Optional
|}
|Prerequisite for Soul Strike and Safety Wall.
 
Once you're an Expanded Super Novice (ESN), get {{#skill:214}} (17 skill points) then reskill.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#skill:13 |Soul Strike}}
! style="background-color:#9BDE9B; width: 100% " | Skills: Expanded Super Novice (99-200)
|Optional
|Prerequisite for Safety Wall.
|-
|-
|{{#skill:12 |Safety Wall}}
|[[File:ESN SN skill tree.png|thumb|left|900x900px|Bash, Double Attack and Magnum Break are gone because Raid will be the new main damage skill.]]
|Optional
[[File:ESN ESN skill tree.png|thumb|left|900x900px|Raid is the main focus.]]
|While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
{| class="wikitable" width="100%"
 
! style=" width: 15% " | Skill
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #9BDE9B; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{#skill:210 |Snatcher (Gank)}}
|{{#skill:210}}
|4
|4
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|-
|-
|{{#skill:213 |Tunnel Drive}}
|{{#skill:213}}
|2
|2
|Moving while hiding makes escaping or positioning for a raid easier.
|Moving while hiding makes escaping or positioning for a raid easier.
|-
|-
|{{#skill:211 |Steal Coin (Mug)}}
|{{#skill:211}}
|4
|4
|Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
|Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
|-
|-
|{{#skill:212 |Back Stab}}
|{{#skill:212}}
|2
|2
|Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got back-stabbed.
|Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got backstabbed.
|-
|-
|{{#skill:213 |Raid (Sightless Mind)}}
|{{#skill:214}}
|5
|5
|Requires being hidden before use. This is your main source of damage. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.
|Requires being hidden before use. This is your main source of damage. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.


The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's Turbo makes this significantly, significantly easier. '''See below on how to set this up''' the bomb. However, beware that getting hit will Hiding will reveal your location and will interrupt your Raid spamming.
The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's [[Patcher#Turbo_Setup|Turbo]] makes this significantly easier. Set Raid to TurboKeys and place {{#skill:51}} right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
|-
|-
|{{#skill:66 |Impositio Manus}}
|{{#skill:66}}
|3
|3-5
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|-
|-
|{{#skill:68 |Aspersio}}
|{{#skill:68}}
|1-5
|1-5
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|-
|-
|{{#skill:90 |Earth Spike}}
|{{#skill:138}}
|Optional
|7-9
|Prerequisite for Quagmire.
|Endows a target's weapon with the Poison property. Good against Earth, Wind, Water, and Fire enemies or in maps with a lot of them.
|-
|-
|{{#skill:91 |Heaven's Drive}}
|{{#skill:5075}}
|Optional
|Prerequisite for Quagmire.
|-
|{{#skill:92 |Quagmire}}
|Optional
|Optional. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. Note that a maximum of 3 Quagmires can be active at a time.
|-
|{{#skill:5075 |Breakthrough}}
|5
|5
|More HP, SP and received healing is always better. Max this.
|More HP, SP and received healing is always better. Max this.
|-
|-
|{{#skill:5076 |Help Me Angel!}}
|{{#skill:5076}}
|Optional
|Optional
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|-
|-
|{{#skill:5077 |Transcendence}}
|{{#skill:5077}}
|Optional
|5
|More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
|More HP, SP and healing power is always welcome.
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|-
|{{#skill:5449 |Self Study Tactics}}
|5-10
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|-
|{{#skill:5451 |Double Bowling Bash}}
|7-10
|A powerful but rather clunky melee skill which deals damage in a 7x7 area around the target and knocks them back. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage. However, its knockback is finicky and unpredictable. If there are 3 or less mobs, it will always push them back. If there are at least 4 mobs, sometimes they're knocked back, other times they're not.
|-
|{{#skill:5452 |Mega Sonic Blow}}
|7-10
|A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Despite the description, its CRIT Rate is actually dependent on CRIT Rate, not the CRT trait.
|-
|{{#skill:5453 |Shield Chain Rush}}
|7-10
|A spammable ranged physical attack which hits enemies in a 7x7 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down, but it seems like it's bugged for now.
|-
|{{#skill:5454 |Spiral Pierce Max}}
|7-10
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|-
|{{#skill:5461 |Breaking Limit}}
|1
|Significantly increases the damage of all skills in the Physical tree.
|-
|-
|}
|}
|}
|}


=== Equipment ===
Once you're a Hyper Novice (HN), Max {{#skill:5453}} (15 skill points) then reskill.


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#9BDE9B; color:black;  width: 100% " |Equipment
! style="background-color:#9BDE9B; width: 100% " | Skills: Hyper Novice - Ranged
|-
|-
|<!---The {{#item:2942|Taekwon Manual }} will be very important across all levels - be sure to get it by completing the Eden quest chain and '''ALL tutorials.''' It allows use of a gap closer, level 5 {{#skill:421 |Flying Side Kick}}, and the ability to change your weapon's element to either Earth, Wind, Water or Fire via {{#skill:425 |Warm Wind}}, though only until level 4. Place this on your right accessory slot (lowest left side in the equipment window). '''The ability to equip Novice Job Manuals is a custom feature. It may not be the case in other servers!'''--->
|
 
[[File:HN SN Skill Tree.png|thumb|left|900x900px]]
You can use Eden Gear or choose from the list below...
[[File:HN ESN Skill Tree.png|thumb|left|900x900px]]
[[File:HN HN Skill Tree Ranged.png|thumb|left|900x900px]]
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 15% " | Skill
! style=" width: 10% " | Type
! style=" width: 5% " | Level
! style=" width: 15% " | Way to obtain
! style=" width: 90% " | Notes
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #9BDE9B; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|{{#item:34805}}
|{{#skill:5449}}
|Chest
|5-10
|[[Beginners Guide|Eden Academy]], Base Level 10
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|-
|{{#item:5119}}
|{{#skill:5451}}
|Upper Headgear
|9
|Lighthalzen Armory (unslotted)
|A powerful melee skill that deals damage in a 9x9 area around the target and knocks them back slightly. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:18776}}
|{{#skill:5452}}
|Upper Headgear
|9
|Toad
|A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Damage doubles when the enemy has below 50% HP.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:2340}}
|{{#skill:5453}}
|Armor
|10
|Yuno - King's Shop
|A spammable ranged physical attack which hits enemies in a 9x9 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down.
|Starter Armor, though it's a little expensive at 89,000 zeny. At least you're no longer wearing stinky rags that came from the dump ({{#item:2352|Tattered Novice Ninja Suit }}).
|-
|-
|{{#item:15012}}
|{{#skill:5454}}
|Armor
|10
|Orc Lady
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:2355}}
|{{#skill:5461}}
|Armor
|1
|Eclipse
|Significantly increases the damage of all skills in the Physical tree.
|MDEF+20
|-
When complete, the Angel's Set gives a boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. The After Cast Delay that happens each time the skill is autocast makes equipping the whole set not too good.
|{{#skill:5450}}
|5
|Prerequisite for Overcoming Crisis.
|-
|-
|{{#item:2113}}
|{{#Skill:5505}}
|Shield
|5
|Lighthalzen Armory
|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, but use it wisely - Physical Hyper Novices will have a harder time earning AP because none of the skills are ground-targeted or self-cast. Max this skill and leave the melee skills at a decent level 9.
|The combination of having frighteningly low HP until level 98 and the massive -10 ASPD penalty makes wearing a shield more of a detriment, reducing your damage while not providing enough protection despite its awesome 20% resistance to all elements except Neutral bonus. It will become much better at higher levels, so save it for later until you have way more HP and ASPD to compensate.
|-
|-
|{{#item:2183}}
|}
|Shield
|}
|Mastering
 
|Part of the Angel's Set.
=== Equipment ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:2512}}
! style="background-color:#98DE9B;  width: 100% " |Equipment
|Garment
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20710}}
|<!---The {{#item:2942|Taekwon Manual }} will be very important across all levels - be sure to get it by completing the Eden quest chain and '''ALL tutorials.''' It allows use of a gap closer, level 5 {{#skill:421 |Flying Side Kick}}, and the ability to change your weapon's element to either Earth, Wind, Water or Fire via {{#skill:425 |Warm Wind}}, though only until level 4. Place this on your right accessory slot (lowest left side in the equipment window). '''The ability to equip Novice Job Manuals is a custom feature. It may not be the case in other servers!'''--->
|Garment
 
|Vagabond Wolf
{| class="wikitable" width="100%"
|Part of the Angel's Set. Adds 5% HP recovery.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:2416}}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|Footgear
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22015}}
|'''Paradise Set'''
|Footgear
|Equipment Set
|Vocal
|[[Beginners Guide|Eden Academy]], Base Level 10
|Part of the Angel's Set. HP +100.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
|-
|{{#item:5119}}
|Upper Headgear
|Lighthalzen Armory (unslotted)
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:2628}}
|{{#item:2340}}
|Accessory
|Armor
|Izlude Armor Dealer
|Yuno - King's Shop
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump: {{#item:2352|Tattered Novice Ninja Suit }}.
|-
|-
|{{#item:2607}}
|{{#item:2113}}
|Accessory
|Shield
|Dragon Fly
|rowspan="3"| Lighthalzen Armory
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item:2512}}
|Garment
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:35108}}
|{{#item:2416}}
|Chest
|Footgear
|[[Beginners Guide|Eden Academy]], Base Level 100
|Starter Shoes. Gives an HP boost.
|Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough {{#item:25223}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
|-
|-
|{{#item:450122}}
|{{#item:5125}}
 
{{#item:470017}}
 
{{#item:480014}}
 
{{#item:490015}}
|Equipment Set
|10 {{#item:6919}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|{{#item:450124}}
 
{{#item:470019}}
 
{{#item:480017}}
 
{{#item:490018}}
|Equipment Set
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]] quest line.
|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}}
|Equipment Set
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] questline.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|-
|{{#item:450185|Paradise Luxury Suit }}
{{#item:470069|Paradise Luxury Boots }}
|Armor and Shoes
|Eden Academy, level 100
|Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds.
|-
|{{#item:510039|Paradise Super Novice Dagger }}
|Weapon
|[[Eden Group]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|{{#item:18776|Advanced Angel's Kiss  }}
|Upper Headgear
|Upper Headgear
|Reno (@go 36), 20 Pure Energy Crystals
|Toad
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:5358|Peco Ears }}
|{{#item:15012}}
|Mid Headgear
|[[Gold Coins]]
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|{{#item:15068|Advanced Angelic Protection  }}
|Armor
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|Orc Lady
|MDEF+30
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Take note of the After Cast Delay that happens each time the skill is autocast.
|-
|-
|{{#item:15116|Armor of Airship }}
|{{#item:2355}}
|Armor
|Armor
|[[Airship Assault]]
|Eclipse
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
|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:28705|Crimson Dagger |slots=2 }}
|{{#item:2183}}
|Dagger
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
|An easy-to-get dagger with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. However, its damage somewhat falls off the larger the enemy (100% - 75% - 50% damage against small, medium and large-sized enemies respectively).
|-
|{{#item:16040|Crimson Mace |slots=2 }}
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15).
|-
|{{#item:2183|Advanced Angelic Guard  }}
|Shield
|Shield
|Reno (@go 36), 20 Pure Energy Crystals
|Mastering
|Part of the Advanced Angel's Set.
|Part of the Angel's Set.
|-
|-
|{{#item:2113|Novice Shield  }}
|{{#item:20710}}
|Shield
|Lighthalzen Armory
|You may or may not wear a shield. Novices and Super Novices have a huge -10 Attack Speed penalty. Equip a shield only if more Defense is needed or if ASPD is good enough.
|-
|{{#item:20710|Advanced Angelic Cardigan  }}
|Garment
|Garment
|Reno (@go 36), 20 Pure Energy Crystals
|Vagabond Wolf
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:20743|Cloak of Airship  }}
|{{#item:22015}}
|Garment
|[[Airship Assault]]
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|-
|{{#item:22015|Advanced Angelic Reincarnation  }}
|Footgear
|Footgear
|Reno (@go 36), 20 Pure Energy Crystals
|Vocal
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|Part of the Angel's Set. HP +100.
|-
|-
|{{#item:22046|Boots of Airship }}
|{{#item:2628}}
|Footgear
|rowspan="2"| Accessory
|[[Airship Assault]]
|Izlude Armor Dealer
|Use this to complete the Airship set. Gives an ASPD boost.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2921|Str Glove  }}
|{{#item:2607}}
|Accessory
|Dragon Fly
|Eclage Glove Seller (10 Splendide Coins)
|Gives 10SP.
|If your base STR is 110, equip two of these as it adds ATK for every 10 base STR and +1% ATK if base STR is 110.
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''175-200'''
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|-
|-
|{{#item:5897|Ascendant Crown  }}
|'''Advanced Paradise Set'''
|Upper Headgear
|rowspan="4"| Equipment Set
|[[Cash Shop]]
|[[Beginners Guide|Eden Academy]], Base Level 100
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|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 15 {{#item:7200}} and 3 {{#item:1034}}, or by spending 10 {{#item:25223}} per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
|-
|-
|{{#item:18874|Monocle  }}
|{{#item:450121}}
|Mid Headgear
 
|Owl Viscount, Owl Marquees
{{#item:470016}}
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained in the [[Cash Shop]], but only a few can be slotted, via the {{#item:6396|Spiritual Auger }}.
 
{{#item:480012}}
 
{{#item:490014}}
|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. They can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|{{#item:450123}}
 
{{#item:470018}}
 
{{#item:480016}}
 
{{#item:490017}}
|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 10 {{#item:25155}} per piece, including the refine ticket.
|-
|-
|{{#item:5361|Gangster Scarf }}
|{{#item:450125}}
|Lower Headgear
 
|Cash Shop
{{#item:470020}}
[[Custom Headgear Quests]]
 
|Gives ATK+5.
{{#item:480018}}
 
{{#item:490019}}
|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:15376|Illusion Armor A-type}}
|{{#item:5897}}
|Armor
|Upper Headgear
|[[Illusion]]
|[[Cash Shop]]
|This is an improvement over the Grace set only at +9 and with modification modules. Gives a large increase in ATK (+100), more ATK at higher refines, a boost to ASPD (+10%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Recommended enchants are {{#item:39540|Modification Orb (Delay After Skill)}} and two {{#item:39534|Modification Orb (Power)}}.
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{#item:510039|Paradise Super Novice Dagger }}
|{{#item:510039}}
|Weapon
|Weapon
|[[Eden Group]]
|[[Beginners Guide|Eden Academy]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:16043| Meteor Strike|slots=2 }}
|{{#item:2113}}
|Mace
|[[Meteor Strike Quest]]
|A f****** heavy-a** mace weapon where its power depends on the level of certain skills. At the cost of skill flexibility, it grants a huge increase to ATK while also being cheaper than a +15 Crimson Mace or +15 Vicious Mind Mace.
|-
|{{#item:16040|Crimson Mace |slots=2 }}
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Compared to the Vicious Mind Mace, this has less ATK and no enchants but has 2 slots, allowing for more options for carding. Get a Neutral element mace. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. While significantly more expensive, the greatest benefits are increased versatility and weight savings (2000 weight saved!). You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore!
|-
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|One-Handed Sword
|Broken Security Beta, Verporte
|If the Patent Blessed Knife is too expensive, then this is a really good choice. '''Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords, it is highly recommended to refine this to +7 for the 20% ASPD boost.''' Very good for any Physical build, whether it is spamming Raid, autoattacking, or throwing Shield Chains if you have the Super Power Shadow Set (see below) to enable it.
|-
|{{#item:510071|Patent Blessed Knife |slots=2 }}
|Dagger
|[[Ancient Hero]]
|This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 <s>{{#skill:2284 |Fatal Menace}}</s> '''FATAL MENAS™''' at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
|-
|{{#item:2113|Novice Shield  }}
|Shield
|Shield
|Lighthalzen Armory
|Lighthalzen Armory
|If a Cursed Knight Shield is still out of reach, then this cheap and cutesy shield will serve you well, thanks to its 20% resistance to all elements except Neutral. Just make sure you have enough ASPD to compensate for the huge -10 ASPD penalty when wearing shields.
|Still a really good shield.
|-
|-
|{{#item:460017|Illusion Guard  }}
|{{#item:2921}}
|Shield
|Accessory
|[[Illusion of Twins]]
|Eclage Glove Seller (10 Splendide Coins)
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|If your base STR is 110, equip two of these as it adds ATK for every 10 base STR and +1% ATK if base STR is 110.
|-
|-
|{{#item:28942|Cursed Knight's Shield  }}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|Shield
|Cash Shop
|A nice shield that provides many bonuses, especially at higher refines. Highly recommended to keep it at +4 in case you want to upgrade it to a Purified Knight's Shield.
|-
|-
|{{#item:20718|Giant Faceworm Skin  }}
|{{#item:5897}}
|Garment
|Upper Headgear
|[[Faceworm's Nest]]
|[[Cash Shop]]
|Recommended to obtain at least a +10 with pure STR or a mix of AGI and STR enchants. Gives lots of DEF and various stats.
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{#item:20933|Illusion Engine Wing A-type}}
|{{#item:400049}}
|Garment
|Upper Headgear
|[[Illusion]]
|[[OS / OS-LT Headgears]]
|Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Enchant it with 1 {{#item:39537|Modification Orb (Fast)}} and 2 {{#item:39539|Modification Orb (Critical)}}.
|Ranged bonus OS Headgear
|-
|-
|{{#item:2576|Heroic Backpack  }}
|{{#item:18874}}
|Garment
|Mid Headgear
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|Owl Viscount, Owl Marquees
|When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained in the [[Cash Shop]], but only a few can be slotted, via the {{#item:6396|Spiritual Auger }}.
|-
|-
|{{#item:22011|Temporal Boots of Luck  }}
|{{#item:18754}}
|Footgear
|Lower Headgear
|[[Old Glast Heim]]
|[[Equipment Crafting]]
[[Temporal Boots]]
|Adds a chance to leech HP, but disables HP and SP regeneration in exchange.
|When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{#item:22196|Illusion Leg A-type  }}
|{{#item:15376}}
|Accessory
|Armor
|[[Illusion]]
|[[17.1 Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39550|Modification Module (Overpower)}} or {{#item:39551|Modification Module (Fatal Flash)}} for increased damage.
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
|-
|-
|{{#item:22238|Great Hero Boots}}
|{{#item:450127}}
|Footgear
|Armor
|
|[[17.2 Sage Legacy]]
|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:510071|Patent Blessed Knife |slots=2 }}. Try to refine this to +11, then use the {{#item:100747|Hero's Weapon Modification Box (Superior)}} to turn it to a +10 Hero Boots-LT.
|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.
|-
|-
|{{#item:2963|Physical Enhancer Ring  }}
|{{#item:510039}}
|Accessory
|Weapon
|[[Geffen Magic Tournament]]
|[[Beginners Guide|Eden Academy]]
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:52228|King Schmidt's Strong Insignia  }}
|{{#item:500007}}
|Accessory
|One-Handed Sword
|[[Fall of Glast Heim]]
|Broken Security Beta, Verporte
|ATK +10%. ATK +25 and Hit +10 when equipped with King Schmidt's Suit and Manteau. When paired with {{#item:4877|Speed of Light)}}, {{#item:29587|Flash)}} and {{#item:4864|Fatal Lv.2)}} are recommended enchants to further boost CRIT damage.
|If the Patent Blessed Knife is too expensive, then this is a really good choice. '''Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords on top of -10 ASPD from equipping a shield, it is highly recommended to refine this to +7 for the 20% ASPD boost.''' Very good for any physical build, whether it is spamming Raid or autoattacking.
|-
|-
|{{#item:42207|Illusion Booster R  }}
|{{#item:510071}}
|Accessory
|Dagger
|[[Illusion]]
|[[Ancient Hero]]
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|This patented and blessed knife makes life a lot easier by enabling the use of Level 10 {{#skill:2284}} at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
|-
|-
|{{#item:42208|Illusion Booster L  }}
|{{#item:2113}}
|Accessory
|Shield
|[[Illusion]]
|Lighthalzen Armory
|ATK +5%. {{#item:39544|Modification Orb (Drain Soul)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|If a Cursed Knight Shield is still out of reach, then this cheap and cutesy shield will serve you well, thanks to its 20% resistance to all elements except Neutral. Just make sure you have enough ASPD to compensate for the huge -10 ASPD penalty when wearing shields.
|-
|-
|{{#item:24318|Super Novice Shadow Shield }}
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|Shadow Gear
|Shield
|[[High Rank Shadow Gear]]
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if if necessary, max Double Attack for faster ASPD.
[[File:SN Boots.png|40x40px]]
|A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too.
|-
|-
|{{#item:24282|Super Novice Shadow Gauntlet }}
|{{#item:460018}}
|Shadow Gear
|Shield
|[[High Rank Shadow Gear]]
|Illusion of Twins
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Sword Mastery to further pierce DEF.
|Reduces VCT and ACD. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
|-
|-
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item:460017}}
|Shield
|Illusion of Twins
|Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
|-
|-
|{{#item:5897|Ascendant Crown  }}
|{{#item:20933}}
|Upper Headgear
|Garment
|[[Cash Shop]]
|[[17.1 Illusion]]
|A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.
|Max HP +1000. Adds 100 HP every 2 refine rate.
|-
|-
|{{#item:34281|Clark Sidecap EVT}}
|{{#item:480020}}
|Headgear
|Garment
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|[[17.2 Sage Legacy]]
|Ignoring the OS weapons bonuses, this is the only one that boosts Melee damage. To easily get them to +10, refine them to +4, buy a couple of {{#item:35160|ET insta-polish}} for 3 {{#item:32417|Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|Improved version of the Illusion Engine Wing.
|-
|-
|{{#item:34278|Chung Cap EVT}}
|{{#item:22196}}
{{#item:34280|Stripe Cap EVT}}<br>
|Footgear
{{#item:34284|Red Coronet EVT}}
|[[17.1 Illusion]]
|Headgear
|Max SP +200. Adds 20 SP every 2 refine rate.
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost ranged physical damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of {{#item:35160|ET insta-polish}} for 3 {{#item:32417|Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|-
|-
|{{#item:410080|Deep Blue Sunglasses }}
|{{#item:470022}}
|Middle Headgear
|Footgear
|
|[[17.2 Sage Legacy]]
|Requires a non-slotted {{#item:410079|Deep Blue Sunglasses}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants.
|Improved version of the Illusion Leg.
|-
|-
|{{#item:400002|Victory Wing Ears }}
|{{#item:32207}}
|Middle Headgear
|Accessory
|
|[[Illusion]]
|Requires a non-slotted {{#item:400001|Victory Wing Ears}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants. This is slightly more preferrable to the Deep Blue Sunglasses because of the Aftercast Delay reduction.
|Grants ATK +5%.
|-
|-
|{{#item:18754|Blood Sucker}}
|{{#item:32208}}
|Lower Headgear
|Accessory
|{{#item:28620|Lower Hat Box}}
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|-
|{{#item:450127|Automatic Armor A-type}}
|Armor
|[[Illusion]]
|[[Illusion]]
|Improved version of the Illusion Armor. Gives a large increase in ATK (+125), more ATK at higher refines, a boost to ASPD (+15%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Choose between {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000122|Automatic Module (Power)}}, {{#item:1000129|Automatic Module (Attacker Force)}}, {{#item:1000131|Automatic Module (Critical Force)}}.
|Grants ATK +5%.
|-
|-
|{{#item:510054|Fortified Edge |slots=2 }}
|{{#item:490025}}
|Dagger
|Accessory
|Broken Security Beta, Verporte
|[[17.2 Sage Legacy]]
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8.
|An improved version of the Illusion Booster.
|-
|-
|{{#item:510039|Paradise Super Novice Dagger }}
|{{#item:490024}}
|Dagger
|Accessory
|[[Eden Group]]
|[[17.2 Sage Legacy]]
|If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
|An improved version of the Illusion Booster.
|-
|-
|{{#item:500007|Hypocrisy Machine |slots=3 }}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|One-Handed Sword
|Broken Security Beta, Verporte
|One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to <s>infinity</s> +11 and beyond.
|-
|-
|{{#item:510072|Blessed Knife-LT |slots=2 }}
|{{#item:400264}}
|Dagger
|Upper Headgear
|[[Ancient Hero]]
|[[OS / OS-LT Headgears]]
|Currently the most powerful evolution of the Blessed Knife, it grows stronger the more it is refined and graded. Level 10 Fatal Menace is granted at +7, just like its lesser Patent form. Best paired with {{#item:470094|Hero Boots-LT}}
|Upgraded versions of OS Headgear.
'''This part needs testing: +11 Blessed Knife-LT vs +12 Hypocrisy Machine, so this is purely theory and speculation:''' Unless you have a {{#item:28946|Purified Knight's Shield  }} with the "Remove Size Penalty" enchant or {{#item:24150|Infinity Shadow Ring }} and {{#item:24151|Infinity Shadow Bracer }} with a combined refine of +15, its damage will be on par or just negligibly higher compared to a Hypocrisy Machine at best, even when comboed with Hero Boots-LT. Then there's the fact that it has just 2 slots compared to the Hypocrisy Machine's 3.
|-
|-
|{{#item:500046|Poenitentia Orbis |slots=2 }}
|{{#item:410094}}
|One-Handed Sword
|Middle Headgear
|[[Tomb of Remorse]]
|[[Niflheim]], random item from {{#item:41080}}
|A sword that boosts {{#skill:5453 |Shield Chain Rush}} and {{#skill:5451 |Double Bowling Bash}} damage, especially at higher refines and grades.
|Boosts all CRIT, Melee and Ranged Physical Damage. Comboes with {{#item:420076}}
|-
|-
|{{#item:2113|Novice Shield  }}
|{{#item:420076}}
|Shield
|Lower Headgear
|Lighthalzen Armory
|[[Niflheim]], random item from {{#item:41080}}
|If a Purified Knight's Shield, Illusion Guard or Illusion Silver Guard are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
|Boosts CRIT and CRIT DMG.
|-
|-
|{{#item:460017|Illusion Guard  }}
|{{#item:18754}}
|Shield
|Lower Headgear
|[[Illusion of Twins]]
|
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|-
|-
|{{#item:28946|Purified Knight's Shield  }}
|{{#item:450177}}
|Shield
|Armor
|Cash Shop
|[[Gray Wolf Equipment]]
|A fantastic shield that provides many bonuses, especially at higher refines. Try to get the "Remove weapon's size penalty enchant", AKA free Drake Card, especially when you plan on using the {{#item:510072|Blessed Knife-LT |slots=2 }} as your main weapon.
|An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|-
|-
|{{#item:460018|Illusion Silver Guard  }}
|{{#item:450206}}
|Shield
|Armor
|Cash Shop
|[[Issgard Equipment]]
|Reduces VCT and ACD depending on refine rate. While it doesn't have the Purified Knight's Shield's Drake Card enchant, its VCT and ACD reductions are still very useful for all builds.
|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:480020|Automatic Engine Wing A-type}}
|{{#item:510039}}
|Garment
|Dagger
|[[Sage's Legacy]]
|[[Beginners Guide|Eden Academy]]
|Improved version of the Illusion Engine Wing. Increases HP by 1500 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Choose between {{#item:1000125|Automatic Module (Fast)}}, {{#item:1000127|Automatic Module (Critical)}} and {{#item:1000143|Automatic Module (Powerful)}}.
|If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
|-
|-
|{{#item:480124|Convertible Physical Wing}}
|{{#item:510054}}
|Garment
|Dagger
|[[Sunken Sands]]
|[[Amicitia]]
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. A good all-rounder, whether melee or ranged.
|A level 5 weapon that boosts {{#skill:5451}} damage. Refine this to +8.
|-
|-
|{{#item:480197|Convertible Critical Wing}}
|{{#item:500007}}
|Garment
|One-Handed Sword
|[[Sunken Sands]]
|Broken Security Beta, Verporte
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power and critical damage, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. Best for builds focused on Mega Sonic Blow.
|One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to <s>infinity</s> +11 and beyond.
|-
|-
|{{#item:470022|Automatic Leg A-type}}
|{{#item:500050}}
|Shoes
|One-Handed Sword
|[[Sage's Legacy]]
|[[Issgard Equipment]]
|Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Choose between {{#item:1000119|Automatic Module (Vital)}}, {{#item:1000120|Automatic Module (Mental)}}, {{#item:1000135|Automatic Module (Fixed Casting)}}, {{#item:1000149|Automatic Module (Overpower)}} or {{#item:1000150|Automatic Module (Fatal Flash)}} for increased damage.
|Despite having no slots and losing the ability to use {{#skill:2284}}, this is the best weapon in this level range, especially when fully enchanted. This has better size modifiers but a worse -17 ASPD penalty.
|-
|-
|{{#item:470094|Hero Boots-LT}}
|{{#item:510062}}
|Footgear
|Dagger
|
|[[Issgard Equipment]]
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the {{#item:510072|Blessed Knife-LT |slots=2 }}. Try to aim for a +11 Grade C at least.
|Despite having no slots and losing the ability to use {{#skill:2284}}, this is the best weapon in this level range, especially when fully enchanted. This has worse size modifiers but a better -15 ASPD penalty.
|-
|-
|{{#item:490024|Automatic Booster R}}
|{{#item:2113}}
|Accessory
|Shield
|[[Sage's Legacy]]
|Lighthalzen Armory
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between {{#item:1000137|Automatic Module (Drain Life)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000117|Automatic Module (Fatal)}} and {{#item:1000144|Automatic Module (All Force)}}.
|If a Glacier Guard or Mad Bunny are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
|-
|-
|{{#item:490025|Automatic Booster L }}
|{{#item:460017}}
|Accessory
|Shield
|[[Sage's Legacy]]
|[[Illusion of Twins]]
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. {{#item:1000138|Automatic Module (Drain Soul)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000117|Automatic Module (Fatal)}} and {{#item:1000144|Automatic Module (All Force)}}.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#item:24619|Super Power Shadow Glove}}
|{{#item:460018}}
|Shadow Gear
|Shield
|[[Ancient Laboratory]]
|[[Illusion of Twins]]
|An improved version of the already really good Super Novice Shadow Gauntlet and the centerpiece of the Super Power Shadow Set. For Hyper Novices, only this is needed. The brooch and bangle are unnecessary.
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
 
'''Unlike what the description says, it DOES NOT need the Super Power Shadow Bangle and Brooch below to get the DEF pierce, just this glove and the SN Shadow Shield below and the refine rate of both. Type @battlestats or @bs to confirm.'''
|-
|-
|{{#item:24318|Super Novice Shadow Shield }}
|{{#item:28946}}<br>[[Cursed Knight Shield]]
|Shadow Gear
|Shield
|go 15
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! '''MAMAU!!!!!!!''' (transforms into... something)
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD.
[[File:SN Boots.png|40x40px]]
|The upgraded form of {{#item:28942}} has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
|-
|-
|{{#item:24150|Infinity Shadow Ring }}
|{{#item:480091}}
{{#item:24151|Infinity Shadow Bracer }}
|Garment
|Shadow Gear
|[[Gray Wolf Equipment]]
|go 15
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick.
|-
|-
|}
|{{#item:480159}}
|}
|Garment
 
|[[Issgard Equipment]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Improved version of the Gray Wolf Muffler.
|-
|-
! style="background-color:#9BDE9B; color:black; width: 100% " |Quality of Life Equipment
|{{#item:480124}}
|Garment
|[[Convertible Wings]]
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
|-
|-
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
|{{#item:470087}}
<gallery>
|Footgear
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
|[[Gray Wolf Equipment]]
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
|Improved version of the Illusion Leg and Automatic Leg.
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
|-
| style="background-color: #880808; color:white; text-align: center;" colspan="4" | Life of Quality Equipment
|{{#item:470115}}
{| class="wikitable" width="100%"
|Footgear
! style=" width: 20% " | Item
|[[Issgard Equipment]]
! style=" width: 10% " | Type
|Improved version of the Gray Boots.
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:19204}}
|{{#item:470094|Hero Boots-LT}}
|Upper Headgear
|Footgear
|[[Hugel Race]], Base Level 100
|
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear.
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the {{#item:510072|Blessed Knife-LT |slots=2 }}. Try to aim for a +11 Grade C at least.
|-
|-
|{{#item:19154}}
|{{#item:490044}}
|Lower Headgear
{{#item:490056}}
|{{#item:23135}}
|Accessory (Right)
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|{{#item:28900}}
|{{#item:490045}}
|Shield
{{#item:490057}}
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Accessory (Left)
|Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions.
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
|-
|-
|{{#item:2576}}<s>of {{#skill:1013}}</s>
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|Garment <s>of {{#skill:1013}}</s>
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!'''
|-
|-
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|{{#item:400109}}
|Garment
|Upper Headgear
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|[[Equipment Crafting]]
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|Headgear good for increasing CRIT in exchange for slightly reduced HIT.
|-
|-
|}
|{{#item:400389}}
|}
|Upper Headgear
 
|[[Good_and_Evil_Headgears]]
=== Cards and Pets ===
|Pairs with {{#item:500063}}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#9BDE9B; color:black;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:410080}}
|-
|Middle Headgear
|
|[[Deep Blue Sunglasses]], @go 59, Cool Mechanic NPC just left of spawn
{| class="wikitable" width="100%"
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get ATK enchants.
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{#item:4468}}
|{{#item:400002}}
{{#item:4458}}
|Middle Headgear
|Headgear
|[[Amicitia]] (0.05%)
|Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get ATK enchants.
|-
|-
| {{#item:30150}}
|{{#item:420066}}
|Headgear
|Lower Headgear
|One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate.
|Rock Ridge
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{#item:40015}}
|{{#item:18754}}
|Headgear
|Lower Headgear
|Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear.
|
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|-
|-
|{{#item:27328}}
|{{#item:450264}}
|Headgear
|Early-game card dropped by all [[Bios Island]] non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.
 
When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.
 
When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.
 
When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
 
'''When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.'''
 
When equipped with Phen Card, reduces variable casting time by 25%.
 
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
 
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
 
When equipped with Magalodon Card, Def + 100.
|-
|{{#item:27288}}
|Armor
|Armor
|Early-mid game card. Increases Hit and ATK.
|[[20 The Immortal]]
|An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.  
|-
|-
|{{#item:4393}}
|{{#item:450270}}
|Armor
|Armor
|Every 18 Base STR = +1 INT. When paired with {{C#item:300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
|[[20 The Immortal]]
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#item:4392}}
|{{#item:500063}}
|Armor
|One-Handed Sword
|Every 18 Base VIT = +1 DEX. When paired with {{C#item:300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
|[[Brilliant_Light_Weapons]]
|Increases SCR and SPM damage. Pairs with {{#item:400389}}.
|-
|-
|{{#item:300310}}
|{{#item:500055}}
|Armor
|One-Handed Sword
|Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with {{C#item:300422 }} for melee builds or {{C#item:300426}} for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption.
|[[Issgard Equipment]]
|Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has better size modifiers but a worse -17 ASPD penalty.
|-
|-
|{{#item:4082}}
|{{#item:510076}}
|Weapon
|Dagger
|ATK +5 and increases damage to Small monsters by 15%. When combined with the '''Corrupt Life Card''', damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative.
|[[Issgard Equipment]]
|Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has worse size modifiers but a better -15 ASPD penalty.
|-
|-
|{{#item:4117}}
|{{#item:2113}}
|Weapon
|Shield
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|Lighthalzen Armory
|If a Purified Knight's Shield, Illusion Guard or Illusion Silver Guard are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
|-
|-
|{{#item:4115}}
|{{#item:460017}}
|Weapon
|Shield
|Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt.
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#item:31024}}
|{{#item:460018}}
|Weapon
|Shield
|Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG.
|Cash Shop
|Reduces VCT and ACD depending on refine rate. Its VCT and ACD reductions are still very useful for all builds.
|-
|-
|{{#item:27339}}
|{{#item:460040}}
|Weapon
|Shield
|This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards.
|Episode 20
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|-
|{{#item:300231}}
|{{#item:450266}}
|Weapon
|Garment
|This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. '''Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?'''
|[[20 The Immortal]]
|This CLOAK is adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the VCT boost. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#item:300420}}
|{{#item:480283}}
|Weapon
|Garment
|This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards.
|[[20 The Immortal]]
|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:4608}}
|{{#item:470226}}
|Weapon
|Footgear
|Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters.
|[[Boots of Good and Evil]]
|Provides good Ranged Damage.
|-
|{{#item:470196}}
|Footgear
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|-
|{{#item:470197}}
|Footgear
|[[20 The Immortal]]
|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:490302}}
|Accessory (Right)
|[[Varmundt's Biosphere]]
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|{{#item:490305}}
|Accessory (Left)
|[[Varmundt's Biosphere]]
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice (275+)'''
|-
|{{#item:400110}}
|Upper Headgear
|[[Equipment_Crafting#Pirate_Mayne_-_Pirate_Captain's_Coat,_Moan_of_Corruption,_Crown_of_Beelzebub,_Fish_Head_Hat|Equipment Crafting]]
|Gives a high amount of Ranged Physical Damage.
|-
|{{#item:400545}}
|Upper Headgear
|Depth 2
|Despite Ranged builds having no paired weapon, this is still the best in slot headgear if enchanted with {{#skill:314259}} or {{#skill:312739}}
|-
|{{#item:410233}}
|Middle Headgear
|[[Alice Twisted Madness]]
|Best in slot headgear and can be enchanted. If you have less than 40% ACD, get ACD enchants. If you already have 40% or more ACD, get Ranged Physical Damage.
|-
|-
|{{#item:300263}}
|{{#item:420220}}
|Weapon
|Lower Headgear
|When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined.
|[[Alice Twisted Madness]]
|Best in slot headgear for damage. Try getting STR, AGI or LUK, then Ranged Physical Damage.
|-
|-
|{{#item:4609}}
|{{#item:450283}}
|Shield
|Armor
|Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor for will serve you well until all the stars align. Grants copious amounts of ATK and Ranged damage especially at higher grades and higher refines.
|-
|-
|{{#item:300240}}
|{{#item:450171}}
|Armor
|[[Constellation Tower]]
|Final enchant is {{#item:310682}}. The best-in-slot armor, especially if all the stars align. But once you obtain the following:
*{{#item:480350}} with the {{#item:313015}} enchant,
*{{#item:490134}} with {{#item:313028}},
*{{#item:490484}} with {{#item:312991}},
There will be a huge increase in power.
|-
|{{#item:500055}}
|One-Handed Sword
|[[Issgard Equipment]]
|There are no other weapons that are as strong as this one sadly, so you'll be forced to use this for quite some time. Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has better size modifiers but a worse -17 ASPD penalty.
|-
|{{#item:510076}}
|Dagger
|[[Issgard Equipment]]
|There are no other weapons that are as strong as this one sadly, so you'll be forced to use this for quite some time. Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has worse size modifiers but a better -15 ASPD penalty.
|-
|{{#item:460020}}
|Shield
|[[Alice Twisted Madness]]
|The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 for the big CRIT bonus.
|-
|{{#item:460040}}
|Shield
|Shield
|A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
|Episode 20
|-
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of {{#item:300465}}'s bonuses. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|{{#item:4413}}
|-
|Shield
|{{#item:480350}}
|A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|Garment
|-
|[[Garden of Time]] - [[Divine Beast's Cloak: Summer]]
|{{#item:4588}}
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450169}} above for more info.
|Garment
|-
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|{{#item:470174}}
|-
|Footgear
|{{#item:27176}}
|[[Varmundt's Biosphere]]
|Garment
|This and the Yorscalp Boots below are tied for 3rd best in slot.
|Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
|-
|-
|{{#item:470303}}
|{{#item:300271}}
|Footgear
|Garment
|[[21 Age of Heroes]]
|One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base STR.
|This and the Glade Rune Boots below are tied for 3rd best in slot.
|-
|-
|{{#item:300270}}
|{{#item:470336}}
|Garment
|Footgear
|One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base DEX.
|[[Chapter 1]]
|-
|Boosts ranged physical power at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful.
|{{#item:300422}}
|-
|Garment
|{{#item:490134}}
|If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
|Accessory (Right)
|-
|[[Constellation Tower]]
|{{#item:300426}}
|The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG.
|Garment
|-
|If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
|{{#item:490484}}
|Accessory (Left)
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480350}}.
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|-
|/wah
|Equipment
|Nothing yet...
|No new equipment for Ranged Hyper Novice yet. Sadge... T_T
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Shadow Equipment'''
|-
|'''Beginner Shadow Gear'''
|Shadow Gear Set
|@go eden, Lucy
|Starter shadow set
|-
|'''Advanced Shadow Gear'''
|Shadow Gear Set
|@go eden, Lucy
|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:24679}}<br>{{#item:24680}}
|Shadow Armor, Shadow Shoes
|[[Shadow Gear]]
|Shadow armor and shoes that increase physical damage while preventing knockback.
|-
|{{#item:24386}}
|Shadow Weapon
|[[Shadow Gear]]
|Nullifies weapon size penalty. If you have a {{#item:9193}}, you can switch this for something else.
|-
|{{#item:24686}}
|Shadow Weapon
|[[Shadow Gear]]
|At +10, adds the a small chance to absorb HP and SP. Increases survivability.
|-
|{{#item:24685}}
|Shadow Shield
|[[Shadow Gear]]
|At +10, adds the a small chance to absorb HP and SP. Increases survivability.
|-
|{{#item:24767}}
|Shadow Shield
|[[Shadow Gear]]
|Increases CRIT, CRIT DMG, ASPD, and C.Rate. If you focus on MSB, have more than enough leech or survivability and want more power, go for this one.
|-
|{{#item:24661}}<br>{{#item:24662}}
|Shadow Ring, Shadow Earring
|[[Shadow Gear]]
|Provides full DEF penetration when both pieces are +9 and above.
|-
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|Shadow Gear Set
|[[Shadow Gear]]
|Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and POW.
|-
|{{#item:24793}}<br>{{#item:24801}}<br>{{#item:1270087}}<br>{{#item:1270088}}<br>
|Shadow Gear Set
|[[Shadow Gear]]
|An improved version of the Master Shadow Set, tailored for Ranged Hyper Novices. Enchant with the spell of your choosing and POW .
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#98DE9B; width: 100% " |Quality of Life Equipment
|-
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
<gallery>
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | Life of Quality Equipment
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|{{#item:19204}}
|Upper Headgear
|[[Hugel Race]], Base Level 100
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear.
|-
|{{#item:19154}}
|Lower Headgear
|{{#item:23135}}
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
|-
|{{#item:28900}}
|Shield
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions.
|-
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Garment <s>of {{#skill:1013}}</s>
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!'''
|-
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|Garment
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|-
|}
|}
 
=== Cards and Pets ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#98DE9B; width: 100% " |'''Cards and Costume Stones'''
|-
|
{| class="wikitable" width="100%"
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|{{#item:300150}}<br>{{#item:4524}}
|Headgear
|Early to mid game cards that boost ATK. Place {{#item:4524}} at slotted mid headgears.
|-
|{{#item:300459}}
|Headgear
|Best paired with {{#item:300466}}.
|-
|{{#item:300363}}
|Headgear
|Best card for Physical Damage at the cost of increased SP cost. Best placed in +11 Headgears.
|-
|{{#item:300456}}
|Headgear
|Use if more ACD is needed. Can be placed in slotted mid headgears, but is best in upper headgears. Can be paired with {{#item:300455}}
|-
|{{#item:27396}}
|Headgear
|Use if more ACD is needed.
|-
|{{#item:4241}}
|Headgear
|Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really <s>kuripot</s> stingy with zeny and refuse to buy SP-recovering stuff, like me.
|-
|{{#item:4392}}
|Armor
|Best paired with {{#item:300270}} for significantly increased Ranged damage.
|-
|{{#item:300381}}
|Armor
|Increases Physical Damage. When paired with {{#item:300360}}, ATK +10%.
|-
|{{#item:300376}}
|Armor
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|-
|{{#item:300524}}
|Armor
|Significantly increases Ranged Damage when paired with {{#item:300515}}.
|-
|{{#item:300646}}
|Armor
|Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|{{#item:300665}}
|Armor
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 {{#skill:5505}})
|-
|{{#item:300533}}
|Armor
|A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
|-
|{{#item:4608}}
|Weapon
|Boosts damage against Medium and Large monsters. Pair it with {{#item:4609}}
|-
|{{#item:27361}}
|Weapon
|Boosts damage against Medium and Large monsters. That's about it.
|-
|{{#item:300455}}
|Weapon
|Boosts damage against Small and Medium monsters. Can be paired with {{#item:300457}}.
|-
|{{#item:300466}}
|Weapon
|Increases Ranged Damage, even moreso when paired with {{#item:300459}}
|-
|{{#item:300240}}
|Weapon
|Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}.
|-
|{{#item:300659}}
|Weapon
|One of the best cards for Ranged Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|-
|{{#item:300661}}
|Weapon
|One of the best cards for Ranged Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|-
|{{#item:27356}}
|Shield
|The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|{{#item:4609}}
|Shield
|Best paired with {{#item:4608}}. Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
|-
|{{#item:4413}}
|Shield
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|-
|{{#item:300379}}
|Shield
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|{{#item:300465}}
|Shield
|Probably the best-in-slot shield card? Provides decent damage reduction while increasing offensive power at the same time. That LUK -25 though...
|-
|{{#item:27176}}
|Garment
|A decent garment card, good for early-mid game. ATK +3 and ASPD +1% for every 10 base STR. If base STR is 120 and above, ATK +40.
|-
|{{#item:300270}}
|Garment
|When paired with a {{#item:4392}} card at level 200+ and with at least 120 Base DEX, Ranged Physical Damage is increased.
|-
|{{#item:300517}}
|Garment
|Significantly increases Ranged Physical Damage, especially when paired with {{#item:300524}}.
|-
|{{#item:300644}}
|Garment
|Greatly raises Ranged Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|-
|{{#item:300144}}
|Footgear
|Increases ATK. When paired with {{#item:300150}}, increases CRIT DMG. Good early-mid game card.
|-
|{{#item:300177}}
|Footgear
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|-
|{{#item:27249}}
|{{#item:300457}}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|Complements the {{#item:300455}} quite nicely.
|-
|-
|{{#item:27251}}
|{{#item:300468}}
|Footgear
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|{{#item:27252}}
|Footgear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|{{#item:27258}}
|Footgear
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|-
|{{#item:27256}}
|Footgear
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|-
|{{#item:30144}}
|Footgear
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|-
|{{#item:27183}}
|Accessory
|Accessory
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|Boosts Ranged damage.
|-
|-
|{{#item:300108}}
|{{#item:300651}}
|Accessory
|Accessory
|Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{#item:27172}} and {{#item:300097}} cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game.
|Boosts Ranged damage and reduces VCT.
|-
|-
|{{#item:27171}}
|{{#item:300447}}<br>{{#item:300449}}
|Accessory
|Accessory
|STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side.
|These two cards boost Ranged damage.
|-
|-
|{{#item:27170}}
|{{#item:25710}}<br>{{#item:1001328}}<br>{{#item:25492}}<br>{{#item:1001326}}
|Accessory
|Costume stone combo
|AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
|This combination of Costume Stones are good from early-mid game, especially in the ESN phase. Enables the use of {{#skill:2005}} and {{#skill:2038}}.
|-
|-
|{{#item:300242}}
|{{#item:1002281}}<br>{{#item:1002282}}<br>{{#item:1002283}}<br>{{#item:1001326}}
|Accessory
|Costume stone combo
|Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, <!-- UNITED STATES OF -->smash, pierce and blow.
|Increases Ranged Damage while also boosting a bit of DEF and MDEF. There are no Super and Hyper Novices stones tailored for Ranged Builds sadly...
|-
|-
|{{#item:25207}}
|{{#item:1001055}}<br>{{#item:1000523}}<br>{{#item:1000855}}<br>{{#item:1000526}}<br>{{#item:1000525}}
{{#item:25208}}
|Garment Dual Costume Stones
|Upper costume headgear, garment costume
|Choose one of these five Dual Stones depending on your needs.
|If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects.
|-
|{{#item:25210}}
{{#item:25209}}
|Upper costume headgear, garment costume
|If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects.
|-
|{{#item:1000377}}
{{#item:1000378}}<br>
{{#item:1000379}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost melee damage.
|-
|{{#item:25304}}
{{#item:25060}}<br>
{{#item:25305}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|{{#item:1000375}}
{{#item:25061}}<br>
{{#item:1000376}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost ranged damage.
|-
|{{#item:1001328}}
|Mid costume headgear
|This mid headgear costume stone is not yet implemented.
|-
|{{#item:25710}}
{{#item:25492}} <br>
{{#item:1001326}}
|Upper costume headgear, lower costume headgear, garment costume
|{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It.
|-
|-
|}
|}
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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:#9BDE9B; color:black;  width: 100% " |Pets
! style="background-color:#98DE9B; 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:9002 }}: Hit+3, ATK+3
*{{#item:9005}}: STR+1, ATK+5
*{{#item:9090}}: ATK+4%
*{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
*{{#item:9055}}: Add a 3% chance to drain HP based on 5% of the damage dealt.
*{{#item:9055}}: Add a 3% chance to drain HP based on 5% of the damage dealt.
*{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal
*{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal
*{{#item:9126}}: ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
*{{#item:9137}}: Flee+20, SP+5%, Hit+18, Ranged Physical Damage +5% when loyal.
*{{#item:9132}}: ATK+4%, PATK+1, 5% Physical Damage against Bosses when loyal.
|-
|-
|}
|}
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== Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) ==
== Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) ==
218

edits