Rakugaki's PvM Hyper Novice: Difference between revisions

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*Magical section is up to date.
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!
*Melee Physical is almost fully updated but Strategy section is missing.
*Ranged Physical is currently being worked on, with Equipment section nearing completion.
*The Hybrid section is still outdated and have erroneous (wrong) info.
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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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|{{#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).
|-
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|{{#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. --->
 


<u>'''Super Novice:'''</u>
<u>'''Super Novice:'''</u>
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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 Depth1.jpg|thumb|Physical build Hyper Novice surviving in Depth1.]]
[[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.]]-->
<!--[[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.]]-->


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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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|[[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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|[[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}}
|{{#item:470196}}
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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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|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 an actual gap closer - {{#skill:2022}}. Though if you step on something incredibly sticky, like {{#skill:405}}, {{#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}}
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| 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'''
|-
|-
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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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|{{#Skill:5505}}
|{{#Skill:5505}}
|5
|5
|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 ranged skills at a decent level 9.
|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.
|-
|-
|}
|}
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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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{| 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% " |'''Cards and Costume Stones'''
! style="background-color:#98DE9B; width: 100% " |'''Cards and Costume Stones'''
|-
|-
|
|
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! 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:300466}}.
|-
|-
|{{#item:40015}}
|{{#item:300363}}
|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.
 
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}}
|{{#item:27396}}
|Armor
|Headgear
|Early-mid game card. Increases Hit and ATK.
|Use if more ACD is needed.
|-
|-
|{{#item:4393}}
|{{#item:4241}}
|Armor
|Headgear
|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.
|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}}
|{{#item:4392}}
|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.
|Best paired with {{#item:300270}} for significantly increased Ranged damage.
|-
|-
|{{#item:300310}}
|{{#item:300381}}
|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 Damage. When paired with {{#item:300360}}, ATK +10%.
|-
|-
|{{#item:4082}}
|{{#item:300376}}
|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.
|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:4117}}
|{{#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
|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:300466}}
|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 Ranged 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}}.
|-
|-
|{{#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 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: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 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: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}}
|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.
|-
|-
|{{#item:300270}}
|{{#item:300270}}
|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:4392}} card at level 200+ and with at least 120 Base DEX, Ranged Physical Damage is increased.
|-
|-
|{{#item:300422}}
|{{#item:300517}}
|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 Ranged Physical Damage, especially when paired with {{#item:300524}}.
|-
|-
|{{#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 Ranged 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}}
|{{#item:300457}}
|Footgear
|Footgear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|Complements the {{#item:300455}} quite nicely.
|-
|-
|{{#item:27258}}
|{{#item:300468}}
|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