Rakugaki's PvM Hyper Novice: Difference between revisions

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(→‎Hyper Novice: Forgot to remove that one whoops)
(→‎Tips and Tricks: Added GaoSuper leveling path. Will add more details when I have more free time to watch the full video. HAIL GAOSUPER! :PandaAdmireWizard:)
 
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{| class="wikitable" width="35%" style="background-color:#ffffcc;"
{| class="wikitable" width="35%" style="background-color:#ffffcc;"
|rowspan="2"|'''WARNING'''
|rowspan="2"|'''NOTICE'''
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
|-
|-
|style="text-align:center;| Some of the info here is outdated or incorrect, and is currently being updated.
|style="text-align:center;| The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info.
|-
|-
|}
|}
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{{GuideBox
{{GuideBox
|job=Super Novice
|job=Super Novice
|image=HN Chibi Male.png
|image=Male_HN.jpeg
|basejob=Novice
|basejob=Novice
|author=Rakugaki
|author=Rakugaki
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<!---Supernovice2 m sd
<!---Supernovice2 m sd
8b281d84.png--->
8b281d84.png--->
[[File:HN Chibi Female.png|300px|right|thumb|Cute and happy female Hyper Novice ready to stab things happily and cutely.]]
[[File:Female_HN.png|300px|thumb|right|Cute and happy female Hyper Novice ready to stab things happily and cutely.]]


= Overview =
= Overview =
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= Skills Overview =
= Skills Overview =
[[File:Might and Magic Raku and Gao.jpg|thumb|The powers of might and magic unite together, ready to take on the toughest monsters in the world! <br> Featuring Haro (right)! <!--- HAIL GAOSUPER!!! --->]]
[[File:Might and Magic Raku and Gao.jpg|thumb|The powers of might and magic unite together, ready to take on the toughest monsters in the world! <br> Featuring GaoSuper (left)! <!--- HAIL GAOSUPER!!! --->]]
<!---
<!---
[[File:ScreenMuhRO018.png|thumb|200px|right|These four are totally different from one another.]]
[[File:ScreenMuhRO018.png|thumb|200px|right|These four are totally different from one another.]]
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! style=" width: 90% " | Notes
! style=" width: 90% " | Notes
|-
|-
|{{Skill List |id=268 |skill=Steel Body|simple=yes}}
|{{#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 250, 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. This is not applicable to builds reliant on Super Novice Soul Link (e.g. Mage builds using Welding Wand or Illusion Thorn Staff of Darkness), as logging off removes the weapon unless the Soul Link is still in effect.
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. If you think being in SB mode is more of a detriment, you can go back and click on the Healer NPC to remove it, or you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you.


'''This skill will always trigger at Base Level 250. 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


|-
|-
|{{Skill List |id=270 |skill=Critical Explosion|simple=yes}}
|{{#Skill:270}}
|Self buff. Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status. Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, is very, very spammable and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds.
|In MuhRO, casting Fury is weird, convoluted, and really buggy.
Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, and doesn't require Spirit Spheres or anything. Very useful for Melee builds, especially those focusing on Mega Sonic Blow. '''This hidden skill has many perplexing mysteries, explained below.'''
 
Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status:
* Dear angel, can you hear my voice?
* Dear angel, can you hear my voice?
* I am <Your Name Here without the brackets> Super Novice~
* Insert random text here<!---I am <Your Name Here without the brackets> Super Novice~ --->
* Help me out~ Please~ T_T
* Help me out~ Please~ T_T
* Insert random text here
* Insert random text here
To quickly cast, put these lines in macro (ALT+M). '''Caution: Spamming too quickly will result in a 1-minute mute!''' But you can still use emotes though /ene
To quickly cast, put these lines in macro (ALT+M). To cast it:
 
1 - Spam the chant 5x to trigger. There will be a 1-minute cooldown afterwards. If it doesn't work at all even at max level, see step 4.
 
2 - Spam the chant 2x so there will be a consistent 1-minute cooldown.
 
3 - When changing maps or relogging, repeat step 1.
 
4 - There will be a few occasions where it will not work at all for some reason. If this happens, change maps or relog, then try again.
 
5 - The 2nd line is buggy. Instead of typing your name, you can type in other things too.
 
'''6 - Even a totally new Super Novice at Base Level 45 and Job Level 1 (or 45/1), can use the chant! Free +50 CRIT that early! The ability to use it disappears at 99/99, but it is regained at 100/1 when upgrading to Expanded Super Novice.'''
 
Click on the left GIF to witness GaoSuper activating his fury from within. Click on the right GIF to witness GaoSuper also activating his fury from within. However, notice the 2nd line doesn't use his real name. HAIL GAOSUPER!!!
[[File:HAIL GAOSUPER.gif|thumb|left]]
[[File:HAIL GAOSUPER WHO HAILS PABLO JOB.gif|thumb|right]]
 
|-
|-
|Bonus stats
|Bonus stats
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= Builds =
= Builds =
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle four different kinds of builds - Mage, Physical, Autocast and Flee Tank.
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle three different kinds of builds - Mage, Physical, and Hybrid.


'''These builds are here for reference. You don't necessarily need to follow everything here exactly. <u> Be free, experiment and tinker until you've built the Super Novice that suits you best.''' </u>
'''These builds are here for reference. You don't necessarily need to follow everything here exactly. <u> Be free, experiment and tinker until you've built the Super Novice that suits you best.''' </u>


== Mage ==
== Mage ==
[[File:Mage HN .jpg|thumb|Mage build Hyper Novice treading carefully in the Ancient Factory.]]
[[File:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.]]
[[File:Mage HN .jpg|thumb|Placeholder screenshot.]]
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
The Super Novice can take one of two routes - Magic or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes, and Breaking Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).''
===Stats and Traits===
===Stats and Traits===
{| class="wikitable"
{| class="wikitable"
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|-
|-
|AGI
|AGI
|60-80
|60-80<br>100+ (Judge / Conjurator Card Combo)
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
|Used mainly for reducing animation and flinching animation time and the chances of getting inflicted by Bleeding and Sleep. Try to get 100 Total AGI for full immunity against Bleeding and Sleep.
|-
|-
|VIT
|VIT
|70-80
|70-90<br>100+ (Judge / Conjurator Card Combo)
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison.
|-
|-
|INT
|INT
|120+
|120+<br>130 (Judge / Conjurator Card Combo)
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|-
|-
|DEX
|DEX
|120+
|120+<br>1-9 (Judge / Conjurator Card Combo)
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the {{#item:300522}}/{{#item:300529}} combo, leave DEX below 10 so SP Cost won't get too expensive. However, doing this requires 100% Variable Cast Time (VCT) reduction.
|-
|-
|LUK
|LUK
|1+
|60-80<br>100+ (Judge / Conjurator Card Combo)
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. LUK increases MATK more than DEX, so increase this a lot more when using the {{#item:300522}}/{{#item:300529}} combo.
|-
|-
|}
|}
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|POW
|POW
|0
|0
|Not needed.
|Not needed. Using magic sticks to whack things is not the best idea...
|-
|-
|STA
|STA
|0 or 30-97
|0-72
|Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
|After getting 110 SPL and CON, adjust STA, WIS, or CRT.
|-
|-
|WIS
|WIS
|0 or 30-97
|0-72
|Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
|After getting 110 SPL and CON, adjust STA, WIS, or CRT.
|-
|-
|SPL
|SPL
|100
|110
|Primary trait. Max this for the highest possible Magic Damage.
|Primary trait. Max this for the highest possible Magic Damage.
|-
|-
|CON
|CON
|0 or 30-97
|110
|Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
|Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee.
|-
|-
|CRT
|CRT
|0
|0-72
|Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?
|After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making {{#skill:28}} spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD and ASPD, one can spam heal to save on a lot of potions and zeny (I'm a cheapskate XD). However, a decent amount of ACD reduction (30%+) and ASPD (170+) are needed for it to be effective.
|-
|-
|}
|}
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Super Novice
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Super Novice (45-99)
|-
|-
|
|[[File:Mage SN 45 99.png|left|900x900px|thumb|Skill set overview from level 45-99.]]
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 15% " | Skill
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| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|{{Skill List |id=19 |skill=Fire Bolt|simple=yes}}
|{{#Skill:19}}
|4
|4
|Prerequisite for Fireball.
|Prerequisite for Fireball.
|-
|-
|{{Skill List |id=17 |skill=Fire Ball|simple=yes}}
|{{#Skill:17}}
|6-10
|10
|Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game.
|Your main source of damage from 45-99, especially because a lot of the quests here will revolve around purifying the undead by fire. Being quick to cast and having decent AoE are important because the pitifully low HP and SP will force you to move a lot. Usually one of the first, if not the first magic skill learned by a lot of isekai protagonists.
|-
|{{#Skill:9}}
|5-10
|Compensates for the Super Novice's puddle-deep SP pool at the early game and helps save some SP at the end-game when SP Cost skyrockets due to certain equipment and cards.
|-
|{{#Skill:28}}
|3-10
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=10 |skill=Sight|simple=yes}}
|{{#Skill:29}}
|1
|10
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|VERY IMPORTANT buff to get! AGI, Flee, and mobility are a must to survive as Super Novice, no thanks to the pitifully low HP pool which can result in death in 5 hits at most even with a lot of VIT.
|-
|-
|{{Skill List |id=14 |skill=Cold Bolt|simple=yes}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Frost Diver.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:34}}
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{Skill List |id=15 |skill=Frost Diver|simple=yes}}
|{{#Skill:24}}
|1
|1
|Prerequisite for Storm Gust.
|Basically an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=20 |skill=Lightning Bolt|simple=yes}}
|{{#Skill:26}}
|4
|1
|Prerequisite for Thunderstorm and Jupitel Thunder.
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{Skill List |id=21 |skill=Thunderstorm|simple=yes}}
|{{#Skill:43}}
|1
|3
|Prerequisite for Lord of Vermillion.
|Prerequisite for Vulture's Eye.
|-
|-
|{{Skill List |id=11 |skill=Napalm Beat|simple=yes}}
|{{#Skill:44}}
|1
|1
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=16 |skill=Stone Curse|simple=yes}}
|{{#Skill:45}}
|1
|10
|Prerequisite for Earth Spike.
|Your main source of DEX and AGI. Max this one for reduced cast time and increased Flee for better survival.
|-
|-
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#Skill:36}}
|5-10
|3
|Compensates for the Super Novice's very low SP pool.
|Increases weight capacity. Prerequisite for Discount.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#Skill:37}}
|3-10
|3
|Mainly for self-healing. Also helpful in healing teammates.
|Reduces cost of buying from almost all NPCs. Prerequisite for Overcharge.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#Skill:38}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|Increases cost of selling to all NPCs. Helps earn zeny faster.
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#Skill:49}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Last but not least, Improve Dodge further increases Flee, therefore increasing survival by A LOT. Max this.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|}
|1
|}
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
 
After getting promoted to Ex. Super Novice, reset all skills.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Expanded Super Novice (99-200)
|1
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|[[File:Super Novice Mage 4599 Ex.png|900x900px|left|thumb|There are 6 excess points - Reduce Improve Dodge to Level 4. When reaching Job Level 70, put the remaining points there.]]
|Optional
[[File:Super Novice Mage 99200 Ex.png|900x900px|left|thumb|The 6 missing points are allocated to Improve Dodge.]]
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking 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
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|-
|{{#Skill:17}}
|10
|Fireball still deals decent damage until around ~level 150. Having two Fire Condor cards can make this skill even stronger.
|-
|-
|{{Skill List |id=43 |skill=Owl's Eye|simple=yes}}
|{{#Skill:14}}
|3
|5
|Prerequisite for Vulture's Eye.
|Prerequisite for Frost Diver.
|-
|-
|{{Skill List |id=44 |skill=Vulture's Eye|simple=yes}}
|{{#Skill:15}}
|1
|1
|Prerequisite for Attention Concentrate.
|Prerequisite for Storm Gust.
|-
|{{#Skill:20}}
|4
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#Skill:21}}
|10
|1
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Prerequisite for Lord of Vermillion.
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#Skill:11}}
|1
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|-
|{{Skill List |id=81 |skill=Sightrasher|simple=yes}}
|{{#Skill:28}}
|2
|3-10
|Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=83 |skill=Meteor Storm|simple=yes}}
|{{#Skill:29}}
|10
|10
|Bombards an area with meteors, dealing Fire Element damage.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|-
|{{Skill List |id=89 |skill=Storm Gust|simple=yes}}
|{{#Skill:22}}
|1 or 10
|5
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:34}}
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|{{#Skill:24}}
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|{{#Skill:26}}
|1
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|{{#Skill:43}}
|3-10
|Prerequisite for Vulture's Eye.
|-
|{{#Skill:44}}
|1
|Prerequisite for Attention Concentrate.
|-
|{{#Skill:45}}
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|{{#Skill:89}}
|1 or 10
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher Freeze chance while higher levels mean higher damage but lower Freeze chance. Use at level 1 for more crowd control. Use at level 10 for more damage.


'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
'''Notice: The skill has a tendency to push enemies to the upper right.'''
|-
|-
|{{Skill List |id=84 |skill=Jupitel Thunder|simple=yes}}
|{{#Skill:84}}
|5-10
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|-
|{{Skill List |id=85 |skill=Lord of Vermillion|simple=yes}}
|{{#Skill:85}}
|10
|10
|This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.  
|A larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust, preferably Level 1 for a quick Freeze. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.  
|-
|-
|{{Skill List |id=90 |skill=Earth Spike|simple=yes}}
|{{#Skill:90}}
|3
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|-
|{{Skill List |id=91 |skill=Heaven's Drive|simple=yes}}
|{{#Skill:91}}
|1-5
|1-5
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|-
|{{Skill List |id=92 |skill=Quagmire|simple=yes}}
|{{#Skill:92}}
|5
|5
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|Optional
|Provides additional Weapon ATK and MATK to you and the whole party.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#Skill:74}}
|5
|5
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|Doubles SP Regeneration of the caster and the party. There's no Level 10 Increase SP Recovery - Magnificant alone is more than enough, as long as it's up most of the time.
|-
|-
|{{Skill List |id=248 |skill=Faith|simple=yes}}
|{{#Skill:248}}
|Optional
|10
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Every bit of HP counts.
|-
|{{#Skill:105}}
|1
|Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
|-
|{{#Skill:107}}
|1
|Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#Skill:108}}
|Optional
|1
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
LV 1 weapon: Iron Ore<br>
LV 2 weapon: Iron<br>
LV 3 weapon: Steel<br>
LV 4 weapon: Rough Oridecon<br>
Armors: Steel
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:5076}}
|1
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When 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. Beware of the ridiculously long 5-minute cooldown, so use wisely.
|-
|{{#Skill:5075}}
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:5077}}
|Optional
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|Passive skill. Increases HP, SP, MATK and amount of healing given. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#Skill:2449}}
|5
|5
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|Can be used only when a +7 {{#item:550081}} is equipped. A Neutral-element skill that makes life a lot easier due to its high damage.
|-
|-
|}
|}
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice - Jack Frost Nova
|-
|-
|There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
|Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage.
 
 
[[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]]
[[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!--
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]]
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] -->
[[File:HN Mage 3.png|left|900x900px|thumb|The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top.]]
[[File:HN Mage 3 ver 2.png|left|900x900px|thumb|The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!]] <!--
[[File:HN JLvl65 Offensive.png|left|900x900px|thumb|'''Job Level 65.''' This screenshot shows a purely offensive, more glass cannon build. Deals more damage than the defensive build below by about 10-15%.]]
[[File:HN JLvl65 Defensive.png|left|900x900px|thumb|'''Job Level 65.''' This screenshot shows a build with less damage (by appx. 10-15% over the offensive one), but can survive better, thanks to level 5 {{#skill:5505}}.]] -->
[[File:HN JFN Build.jpg|left|900x900px|thumb|JFN Hyper Novice in Depth2.]]
 
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 15% " | Skill
Line 320: Line 419:
! style=" width: 90% " | Notes
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|{{#Skill:5450}}
|5+
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#Skill:5455}}
|10
|5 or 8
|Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
Aftercast Delay: 0.3 seconds
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#Skill:5456}}
|10
|9 or 10
|Mainly for self-healing. Also helpful in healing teammates.
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br>
Aftercast Delay: 0.5 seconds<br>
Max AoE of 9x9 and max of 10 hits at level 9.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#Skill:5457}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Aftercast Delay: 0.3 seconds<br>
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
|-
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|{{#Skill:5458}}Hell's Drive
|5
|5 or 10
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br>
Aftercast Delay: 1 second<br>
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#Skill:5459}}
|10
|7 - 10
|Grants STR, INT and DEX bonuses. Very useful buff.
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is '''PAINFUL''' below level 9, so use it carefully!
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br>
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|{{#Skill:5460}}
|1
|5
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires 40% ACD reduction and at least 173 ASPD for maximum spamming.
Fixed Cast Time: 1 seconds<br>
Skill cooldown: 0.3 seconds<br>
Aftercast Delay: 0.5 seconds<br>
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#Skill:5462}}
|1
|Optional
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#Skill:5505}}
|Optional
|Optional
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking 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!
|Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
|-
|-
|{{Skill List |id=43 |skill=Owl's Eye|simple=yes}}
|}
|10
|}
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Skill List |id=44 |skill=Vulture's Eye|simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice - ASPD Napalm Vulcan Strike
|1
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the {{#item:400545}} + {{#item:550133}} combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least 40% ACD reduction and 180+ ASPD are recommended. Unlike the Jack Frost Nova build above, piano skills and proper skill rotation aren't needed. Just set up a smartkey/smartcast [[Patcher#Turbo_Setup|Turbo]], open up with another skill like Ground Gravitation or Jack Frost Nova to tenderize them a bit, aim, and start spraying them with angry thoughts and/or angry souls.
|10
 
|Your main source of DEX and AGI. Max this one for reduced cast times.
 
[[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]]
[[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!--
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]]
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] -->
[[File:HN Mage 3svs.png|left|900x900px|thumb|This build is designed to be tanky and comfy to use. NVS and an opener are maxed. In this case, the opener is Ground Gravitation. However, when you're farming in Depth1 and Depth2, Jack Frost Nova is the better opener, so annoying stripper frogs and frustratingly quake-happy salamanders are killed faster.]] <!--
[[File:HN Mage 3svs 65.png|left|900x900px|thumb|'''Job Level 65.''' Improved, job level 65 version, not obtainable yet.]]
[[File:HN NVS.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]] -->
[[File:HN NVS 2.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]]
 
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#Skill:5450}}
|Optional
|5+
|Provides additional ATK and MATK to you and the whole party.
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#Skill:5455}}
|Optional
|5
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
Aftercast Delay: 0.3 seconds
|-
|-
|{{Skill List |id=248 |skill=Faith|simple=yes}}
|{{#Skill:5456}}
|Optional
|5
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br>
Aftercast Delay: 0.5 seconds<br>
Max AoE of 9x9 and max of 10 hits at level 9.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#Skill:5457}}
|Optional
|5 or 10
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
|-
Fixed Cast Time: 1.5 seconds<br>
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
Skill cooldown: 3 seconds<br>
|1
Aftercast Delay: 0.3 seconds<br>
|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.
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:5458}}Hell's Drive
|5
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br>
Aftercast Delay: 1 second<br>
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#Skill:5459}}
|5
|5 or 10
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is '''PAINFUL''' below level 9, so use it carefully!
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br>
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
|-
|-
|{{Skill List |id=108 |skill=Repair Weapon|simple=yes}}
|{{#Skill:5460}}
|1
|10
|Requires level 1 {{Skill List |id=105 |skill=Hilt Binding|simple=yes}} and level 1 {{Skill List |id=107 |skill=Weapon Research|simple=yes}}
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires at least 30% ACD reduction and 174 ASPD for maximum spamming.
Repairs weapons AND ARMORS. Bring a few Steel and Rough Oridecon just in case so you don't have to go back to your save point or ask a Meister for repairs. Quality of life! Sad that it doesn't repair equipment broken by refining though.
Fixed Cast Time: 1 seconds<br>
Skill cooldown: 0.3 seconds<br>
Aftercast Delay: 0.5 seconds<br>
|-
|{{#Skill:5462}}
|Optional
|The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.
|-
|{{#Skill:5505}}
|Optional
|Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
|-
|-
|}
|}
|}


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


{| class="wikitable" width="100%"
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
! style=" width: 15% " | Skill
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
! style="background-color:#ADD8E6; color:Black; width: 100% " |Fire Ball
|-
|-
|{{Skill List |id=248 |skill=Spell Study Sorcery|simple=yes}}
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|5
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Passive that ddds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{Skill List |id=5455 |skill=Meteor Storm Buster|simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Equipment
|8
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. Unlike the original Meteor Storm, enemies at the center of the AoE won't be hit by all meteors due the increased randomness of where they'll strike. However, at level 8 and above, there's around a 95% chance all meteors will land on target/s at the center of the AoE, as long as they aren't moving.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
|-
|-
|{{Skill List |id=5456 |skill=Jupitel Thunderstorm|simple=yes}}
|
|9
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Very short Aftercast Delay
|-
|-
|{{Skill List |id=5457 |skill=Jack Frost Nova|simple=yes}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|10
{| class="wikitable" width="100%"
|A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
! style=" width: 20% " | Item
Fixed Cast Time: 1.5 seconds<br>
! style=" width: 10% " | Type
Skill cooldown: 3 seconds<br>
! style=" width: 15% " | Way to obtain
Short Aftercast Delay
! style=" width: 65%" | Notes
|-
|'''Paradise Set'''
|Equipment Set
|[[Beginners Guide|Eden Academy]], Base Level 10
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|-
|{{Skill List |id=5458 |skill=Hell's Drive|simple=yes}}
|{{#item:5119}}
|5
|Upper Headgear
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level.
|Lighthalzen Armory (unslotted)
Fixed Cast Time: 1 second<br>
Holden (slotted)
Skill cooldown: 2 seconds<br>
|Starter Headgear. Gives +1 all stats.
Short-ish Aftercast Delay
|-
|-
|{{Skill List |id=5459 |skill=Ground Gravitation|simple=yes}}
|{{#item:2340}}
|7
|Armor
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol which causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down. This skill can go through walls.
|Yuno - King's Shop
Fixed Cast Time: 1.5 seconds<br>
|Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump ({{#item:2352|Tattered Novice Ninja Suit }}).
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
|-
|-
|{{Skill List |id=5460 |skill=Napalm Vulcan Strike|simple=yes}}
|{{#item:2113}}
|5
|Shield
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
|rowspan="3"| Lighthalzen Armory
Fixed Cast Time: 1 seconds<br>
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
Skill cooldown: 0.3 seconds<br>
Short Aftercast Delay
|-
|-
|{{Skill List |id=5462 |skill=Rule Break|simple=yes}}
|{{#item:2512}}
|Optional
|Garment
|The Mage Tree's AP skill significantly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of dealing reduced damage.
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|}
|{{#item:2416}}
|}
|Footgear
 
|Starter Shoes. Gives an HP boost.
===Equipment===
 
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Fire Ball
|{{#item:5125}}
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Equipment
|-
|
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|{{Item List |id=34806 |item=Adv. Eden Chest [Magical] |simple=yes}}
|Chest
|[[Eden Academy]], Base Level 100
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, use the Paradise Magic Set provided by Eden Academy. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|{{Item List |id=5119 |item=Super Novice Hat |slots=1 |simple=yes}}
|Upper Headgear
|Lighthalzen Armory (unslotted)
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|{{Item List |id=18776 |item=Angel's Kiss |slots=1 |simple=yes}}
|Upper Headgear
|Upper Headgear
|Toad
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{Item List |id=2340 |item=Novice Breastplate |slots=1 |simple=yes}}
|{{#item:15012}}
|Armor
|Yuno - King's Shop
|Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump ({{Item List |id=2352 |item=Tattered Novice Ninja Suit |simple=yes}}).
|-
|{{Item List |id=15012 |item=Puente Robe |slots=1 |simple=yes}}
|Armor
|Armor
|Orc Lady
|Orc Lady
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{Item List |id=2355 |item=Angelic Protection |slots=1 |simple=yes}}
|{{#item:2355}}
|Armor
|Armor
|Eclipse
|Eclipse
Line 518: Line 632:
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.
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 List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:2183}}
|Shield
|Shield
|Lighthalzen Armory
|Mastering
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|{{Item List |id=2183 |item=Angelic Guard |slots=1 |simple=yes}}
|Shield
|Mastering
|Part of the Angel's Set.
|Part of the Angel's Set.
|-
|-
|{{Item List |id=2512 |item=Novice Manteau |slots=1 |simple=yes}}
|{{#item:20710}}
|Garment
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|-
|{{Item List |id=20710 |item=Angelic Cardigan |slots=1 |simple=yes}}
|Garment
|Garment
|Vagabond Wolf
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{Item List |id=2416 |item=Novice Shoes |slots=1 |simple=yes}}
|{{#item:22015}}
|Footgear
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|-
|{{Item List |id=22015 |item=Angelic Reincarnation |slots=1 |simple=yes}}
|Footgear
|Footgear
|Vocal
|Vocal
|Part of the Angel's Set. HP +100.
|Part of the Angel's Set. HP +100.
|-
|-
|{{Item List |id=2628 |item=Novice Armlet |slots=1 |simple=yes}}
|{{#item:2628}}
|Accessory
|rowspan="2"| Accessory
|Izlude Armor Dealer
|Izlude Armor Dealer
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{Item List |id=2607 |item=Clip |slots=1 |simple=yes}}
|{{#item:2607}}
|Accessory
|Dragon Fly
|Dragon Fly
|Gives 10SP.
|Gives 10SP.
Line 560: Line 658:
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|-
|-
|{{Item List |id=35109 |item=Adv. Eden Chest [Magical] |simple=yes}}
|'''Advanced Paradise Set'''
|Chest
|rowspan="4"| Equipment Set
|[[Eden Academy]], Base Level 100
|[[Beginners Guide|Eden Academy]], Base Level 100
|Upon reaching Base Level 100, you'll be given this chest, which contains a surprisingly powerful weapon and a set of advanced Eden Armors which will suffice until you earn enough {{Item List |id=25223|item=Paradise Coins}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
|Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 {{#item:25223}} per piece.
|-
|-
|{{Item List |id=450122|slots=1 |item=Noblesse Super Novice Robe}}
|{{#item:450122}}


{{Item List |id=470017|slots=1 |item=Noblesse Magic Boots}}
{{#item:470017}}


{{Item List |id=480014|slots=1 |item=Noblesse Magic Manteau}}
{{#item:480014}}


{{Item List |id=490015|slots=1 |item=Noblesse Magic Ring}}
{{#item:490015}}
|Equipment Set
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]]
|1 {{Item List |id=25223|item=Paradise Coin}} per piece. Obtained by completing the account-wide [[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}}
|Good until level 125. It is highly recommended to complete the Eden Academy 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 (see the build below), 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 easily refined to +9 thanks to the {{Item List |id=100128|item=Noblesse Upgrade Ticket}}, for the low, low price of just a single {{Item List |id=25223|item=<s>Penny</s>Paradise Coin}}!
|-
|-
|{{Item List |id=450124|slots=1 |item=Imperial Super Novice Robe}}
|{{#item:450124}}


{{Item List |id=470019|slots=1 |item=Imperial Magic Boots}}
{{#item:470019}}


{{Item List |id=480017|slots=1 |item=Imperial Magic Manteau}}
{{#item:480017}}


{{Item List|id=490018|slots=1 |item=Imperial Magic Ring}}
{{#item:490018}}
|Equipment Set
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]]
|3 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] quest chain.
|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...
|Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the {{Item List |id=100129|item=Imperial Refine Ticket}}, for the low cost of just 3 {{Item List |id=25223|item=Paradise Coins}}!
|-
|-
|{{Item List |id=450126|slots=1 |item=Grace Super Novice Robe}}
|{{#item:450126}}


{{Item List |id=470021|slots=1 |item=Grace Magic Boots}}
{{#item:470021}}


{{Item List|id=480019|slots=1 |item=Grace Magic Manteau}}
{{#item:480019}}


{{Item List |id=490020|slots=1 |item=Grace Magic Ring}}
{{#item:490020}}
|Equipment Set
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]]
|4 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] 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. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|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. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the {{Item List |id=100130|item=Grace Upgrade Ticket}}, for the low cost of just 4 {{Item List |id=25223|item=Paradise Coins}}!
|-
|-
|{{Item List  |id=450185 |item=Advanced Paradise Robe |simple=yes}}
|{{#item:550044}}
{{Item List  |id=470093 |item=Advanced Paradise Shoes |simple=yes}}
|rowspan="2"| Rod
|Armor and Shoes
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|Eden Academy, level 100
|Go back to where you got the Paradise Set and pay Labraham 10 {{#item:25223}}. Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined.
|Your choice - full Grace Set will deal a little less damage but there is FCT reduction, while these two will deal a little more damage but there is no FCT reduction.
Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage! However, there are no card slots, they cannot be upgraded and there is no Fixed Cast Time reduction. It is free and surprisingly effective.
|-
|-
|{{Item List |id=550044 |item=Paradise Super Novice Wand |simple=yes}}
|{{#item:550080}}
|Rod
|[[Bioresearch Laboratory]], Base Level 100 and above
|[[Eden Academy]], Base Level 100 and above
|An ancient rod. See the link above for more info on patenting it.
|Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. Best of all, IT IS FREE! This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:5897}}
|Upper Headgear
|Upper Headgear
|[[Cash Shop]]
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings]]
|A good mid game headgear that provides a lot of bonuses.
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{Item List |id=5358 |item=Peco Ears |simple=yes}}
|{{#item:2113}}
|Mid Headgear
|Shield
|[[Gold Coins]]
|Lighthalzen Armory
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{Item List |id=5463 |item=Rainbow Scarf |simple=yes}}
|{{#item:22008}}
|Lower Headgear
|Footgear
|Cash Shop
|[[Old Glast Heim]]
|Gives additional MATK and MDEF.
|When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|MDEF+30
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. Beware of the After Cast Delay that happens each time the skill is autocast.
|-
|{{Item List |id=15146 |item=Flattery Robe |slots=1 |simple=yes}}
|Armor
|600 [[Honor Token]]s. Obtained by completing [[Banquet for Heroes Daily Quests]]
|Gives a decent amount of MATK and can be enchanted. Enables the use of Level 1 Endure.
|-
|{{Item List |id=1680 |item=Crimson Rod |slots=2 |simple=yes}}
|Rod
|Bathory, Laurell Weinder
|Gives a good amount of MATK at high refines. Better to use this as material for making Freedom Sticks instead than refining it to +15.
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|Shield
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|{{Item List |id=20718 |item=Giant Faceworm Skin |slots=1 |simple=yes}}
|Garment
|[[Faceworm's Nest]]
|Gives lots of DEF, some MDEF and various stats.
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
|-
|{{Item List |id=22008 |item=Temporal DEX Boots |slots=1 |simple=yes}}
|Footgear
|[[Old Glast Heim]]
[[Temporal Boots]]
|When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.


'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=2924 |item=Int Glove |slots=1 |simple=yes}}
|{{#item:2924}}
|Accessory
|rowspan="2"| Accessory
|Eclage Glove Seller (10 Splendide Coins)
|Eclage Glove Seller (10 Splendide Coins)
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|-
|-
|{{Item List |id=2898 |item=Black Rosary |slots=1 |simple=yes}}
|{{#item:2898}}
|Accessory
|Nightmare Wraith Dead
|Nightmare Wraith Dead
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|-
|{{Item List |id=19428|item=Illusion Morpheus' Hood|slots=1 }}
{{Item List |id=20948|item=Illusion Morpheus' Shawl|slots=1 }}<br>
{{Item List |id=42239|item=Illusion Morpheus' Bracelet|slots=1 }}<br>
{{Item List |id=42238|item=Illusion Morpheus' Ring|slots=1 }}
|Equipment Set
|[[Illusion of Labyrinth]]
|An affordable but powerful set that will serve you well for a long time. It can be further boosted with an {{Item List |id=550030|slots=2|item=Illusion Thorn Staff of Darkness|simple=yes}} but it requires {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} to use.
For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying {{Item List |id=100423|item=Labyrinth Refine Box}}, which will refine them at +7 - 10 at random.
|-
|-
|{{Item List |id=18848|item=Vibrant Rose |slots=1}}
|{{#item:400054}}
{{#item:400044}}
|Upper Headgear
|Upper Headgear
|[[Horror Toy Factory]], 300 {{Item List |id=7642|item=Bloody Coin}}
|[[OS / OS-LT Headgears]]
|Gives a good amount of MATK and can be very easily refined to +9 and above, thanks to {{Item List |id=35551|item=Vintage Armor Polish}}, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor.
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|-
|-
|{{Item List |id=18874 |item=Monocle |slots=1 |simple=yes}}
|{{#item:18874}}
|Mid Headgear
|Mid Headgear
|Owl Viscount, Owl Marquees
|Owl Viscount, Owl Marquees
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the [[Cash Shop]], but only a few can be slotted by the {{Item List |id=6396 |item=Spiritual Auger |simple=yes}}.
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the [[Cash Shop]], but only a few can be slotted by the {{#item:6396}}.
|-
|{{#item:15377}}
|rowspan="2"| Armor
|[[17.1 Illusion]]
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{#item:39540}} and two {{#item:39535}} are recommended.
|-
|-
|{{Item List |id=32200|item=Rosary in Mouth}}
|{{#item:450128}}
|Lower Headgear
|[[17.2 Sage Legacy]]
|[[Custom Headgear Quests]]
|An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{#item:1000128|Automatic Module (Magical Force)}}, {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and {{#item:1000168|Automatic Module (Shadow Spell)}}.
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{Item List2|id=15377|item=Illusion Armor B-type|slots=1}}
|{{#item:550044}}
|Armor
|rowspan="3"| Rod
|[[Illusion]]
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|This is an upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{Item List |id=39540|item=Modification Orb (Delay After Skill)}} and two {{Item List |id=39535|item=Modification Orb (Magic)}} are recommended.
|-
|{{Item List  |id=550044 |item=Paradise Super Novice Wand |simple=yes}}
|Rod
|[[Eden Academy]], Base Level 100 and above
|If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
|If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
|-
|-
|{{Item List |id=1680 |item=Rutilus Stick-OS |slots=2 |simple=yes}}
|{{#item:26151}}
|Rod
|[[OS / OSAD Weapons]]
|[[Illusion]]
|A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|-
|-
|{{Item List |id=550080 |item=Freedom Stick |slots=2 |simple=yes}}
|{{#item:550081}}
|Rod
|[[Bioresearch Laboratory]]
|[[Ancient Hero]]
|An upgraded version of {{#item:550080}}. Refine it to +7 to gain access to level 5 {{#skill:2449}}, which will make leveling and killing monsters a lot easier.
|A really good rod which gives a boost to MATK, especially at high refines. If it is still too difficult to obtain, the Paradise Super Novice Wand will suffice.
|-
|-
|{{Item List |id=26162 |item=Welding Wand |slots=2}}
|{{#item:2113}}
|Rod
|rowspan="3"| Shield
|[[Einbech Dungeon 3]]
|'''Note: {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} and Base Level 96 are required to equip this!"
A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped.
|-
|{{Item List |id=550030|slots=2|item=Illusion Thorn Staff of Darkness|simple=yes}}
|Rod
|[[Illusion of Twins]]
|A powerful rod that gives A LOT of bonuses, especially when paired with an {{Item List |id=19428|item=Illusion Morpheus' Hood}}. For this level range, refine both to at least a +7.
To easily get to +7, refine it to +4, obtain or buy {{Item List |id=100699|item=Twins Refine Box}} and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|Shield
|Lighthalzen Armory
|Lighthalzen Armory
|Cursed Knight Shield or Illusion Silver Guard still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral.
|Illusion Silver Guard, Magic Absorber, Glacier Shield or Mad Bunny-LT still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. It may also help in reducing, or even fully negating Lasgand's Earth and Fire element attacks when paired with the right equipment and cards.
|-
|-
|{{Item List |id=28942 |item=Cursed Knight's Shield |slots=1 |simple=yes}}
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|Shield
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
|Cash Shop
[[File:SN Boots.png|40x40px]]
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|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 List |id=460018|item=Illusion Silver Guard|slots=1}}
|{{#item:460018}}
|Shield
|[[Illusion of Twins]]
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|-
|-
|{{Item List2|id=20934 |item=Illusion Engine Wing B-Type |slots=1 |simple=yes}}
|{{#item:20934}}
|Garment
|rowspan="2"| Garment
|[[Illusion]]
|[[17.1 Illusion]]
|Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with {{Item List |id=39542|item=Modification Orb<br>(Above All)}} and 2 {{Item List |id=39537|item=Modification Orb (Fast)}} modules.
|Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with {{#item:39542|Modification Orb<br>(Above All)}} and 2 {{#item:39537|Modification Orb (Fast)}} modules.
|-
|-
|{{Item List2|id=22197|item=Illusion Leg B-type |slots=1 |simple=yes}}
|{{#item:480021}}
|Footgear
|[[17.2 Sage Legacy]]
|[[Illusion]]
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{Item List |id=39531|item=Modification Orb (Vital)}} for more survivability or {{Item List |id=39530|item=Modification Module (Mental)}} for more SP, and {{Item List |id=39541|item=Modification Module(Fixed Casting)}}.
|-
|-
|{{Item List2|id=42209|item=Illusion Battle Chip R |slots=1 |simple=yes}}
|{{#item:22197}}
|Accessory
|rowspan="3"| Footgear
|[[Illusion]]
|[[17.1 Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{Item List |id=39545|item=Modification Orb<br>(Magic Healing)}} and {{Item List |id=25680|item=Modification Module (Spell)}} or {{Item List |id=25681|item=Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|-
|{{Item List2|id=42210|item=Illusion Battle Chip L |slots=1 |simple=yes}}
|{{#item:22238}}
|Accessory
|
|[[Illusion]]
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:550081}}. Try to refine this to +11, then use the {{#item:100747}} to turn it to a +10 Hero Boots-LT.
|One of the best accessories for this build. Grants MATK +5%. {{Item List |id=39546|item=Modification Orb<br>(Magic Soul)}} and {{Item List |id=25680|item=Modification Module (Spell)}} or {{Item List |id=25681|item=Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|-
 
|{{#item:470023}}
|[[17.2 Sage Legacy]]
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|{{#item:32209}}
|rowspan="4"| Accessory
|rowspan="2"| [[17.1 Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{#item:29545|Modification Orb<br>(Magic Healing)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|-
|{{Item List |id=19428|item=Illusion Morpheus' Hood|slots=1 }}
|{{#item:32210}}
{{Item List |id=20948|item=Illusion Morpheus' Shawl|slots=1 }}<br>
|One of the best accessories for this build. Grants MATK +5%. {{#item:29546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
{{Item List |id=42239|item=Illusion Morpheus' Bracelet|slots=1}}<br>
|-
{{Item List |id=42238|item=Illusion Morpheus' Ring|slots=1 }}
|{{#item:490026}}
|Equipment Set
|rowspan="2"| [[17.2 Sage Legacy]]
|[[Illusion of Labyrinth]]
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|Completing the highly affordable Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an {{Item List |id=550030|slots=2|item=Illusion Thorn Staff of Darkness|simple=yes}} (or Illusion TSOD for short) but it requires {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} to use.
|-
For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with {{Item List |id=29100|item=Spellbound Nive Lv1}} or {{Item List |id=29101|item=Spellbound Nive Lv2}}
|{{#item:490027}}
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
 
|-
|-
|{{Item List |id=34279|item=Antiquity Cap EVT |slots=1}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
{{Item List |id=34282|item=Ceremonial Crown EVT |slots=1 }}<br>
{{Item List |id=34283|item=Celestial Coronet EVT |slots=1 }}
|Upper Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of {{Item List |id=35160|item=ET insta-polish}} for 3 {{Item List |id=32417|item=Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|-
|-
|{{Item List |id=18849|item=Celine Ribbon |slots=1}}
|{{#item:400263}}
{{#item:400265}}
|Upper Headgear
|Upper Headgear
|[[Horror Toy Factory]], +9 {{Item List |id=18848|item=Vibrant Rose |slots=1}} and 1000 {{Item List |id=7642|item=Bloody Coin}}
|[[OS / OS-LT Headgears]]
|Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point. It is highly recommended to refine it to at least +12 to easily get the Dress' maximum bonus, which requires a total refine rate of +23. This is made relatively easy thanks to {{Item List |id=35551|item=Vintage Armor Polish}}, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor. Pair it with the full set to experience the full power.
|Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|-
|-
|{{Item List |id=410080|item=Deep Blue Sunglasses |slots=1}}
|{{#item:410092}}
|Middle Headgear
|Middle Headgear
|
|rowspan="2"| [[Rudus]]
|Requires a non-slotted {{Item List |id=410079|item=Deep Blue Sunglasses}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
|Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted.
|-
|{{#item:420003}}
|Lower Headgear
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD.
|-
|-
|{{Item List |id=400002|item=Victory Wing Ears |slots=1}}
|{{#item:450178}}
|Middle Headgear
|rowspan="2"| Armor
|
|[[Gray Wolf Equipment]]
|Requires a non-slotted {{Item List|id=400001|item=Victory Wing Ears}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
|An improved version of the Automatic Armor, it gives a large increase in MATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|-
|-
|{{Item List |id=32200|item=Rosary in Mouth}}
|{{#item:450207}}
|Lower Headgear
|[[Issgard Equipment]]
|[[Custom Headgear Quests]]
|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.
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{Item List |id=32201|item=Magical Rosary in Mouth}}
|{{#item:550057}}
|Lower Headgear
|rowspan="3"| Rod
|[[Headgear Awakening]]
|[[Amicitia]]
|Requires {{Item List |id=32200|item=Rosary in Mouth |slots=1}}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|-
|-
|{{Item List2|id=450128|item=Automatic Armor B-type|slots=1}}
|{{#item:550075}}
|Armor
|[[OS / OSAD Weapons]]
|[[Sage's Legacy]]
|A stronger and sadder version of the {{#item:26151}}, providing better After-Cast Delay reduction, less Variable Cast Time and a permanent 30% boost to Neutral and Fire element damage instead of a random limited-duration buff.
|An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{Item List |id=1000128|item=Automatic Module (Magical Force)}}, {{Item List |id=1000134|item=Automatic Module (Delay after skill)}}, {{Item List |id=1000123|item=Automatic Module (Magic)}} and {{Item List |id=1000168|item=Automatic Module (Shadow Spell)}}.
|-
|-
|{{Item List |id=26162 |item=Welding Wand |slots=2}}
|{{#item:550069}}
|Rod
|[[Issgard Equipment]]
|[[Einbech Dungeon 3]]
|A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful {{#item:550089}} is obtained.
|'''Note: {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} and Base Level 96 are required to equip this!"
A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped.
|-
|-
|{{Item List |id=550030|slots=2|item=Illusion Thorn Staff of Darkness|simple=yes}}
|{{#item:460018}}
|Rod
|rowspan="3"| Shield
|[[Illusion of Twins]]
|[[Illusion of Twins]]
|A powerful rod that gives A LOT of bonuses, especially when paired with an {{Item List |id=19428|item=Illusion Morpheus' Hood}}. It can be enchanted by using {{Item List |id=100004|item=Dawn Dissonance Stone)}} There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
|-
|{{#item:28946}}<br>[[Cursed Knight Shield]]
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! '''MAMAU!!!!!!!''' (transforms into... something)
[[File:SN Boots.png|40x40px]]
|The upgraded form of {{#item:28942}} has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
|-
|-
|{{Item List |id=550057|item=Fortified Rod|slots=2}}
|{{#item:460005}}
|Rod
|[[Geffen Night Arena]]
|[[Amicitia Dungeon]]
|Increases Magical Damage and provides some MDEF. Can be enchanted. Try getting enchants that ignore the MDEF of Normal or Boss monsters, preferably Boss monsters.
|A level 5 weapon that boosts {{Skill Info|class=Soul Linker|id=5456|skill=Jupitel Thunderstorm}} and {{Skill Info|class=Soul Linker|id=5455|skill=Meteor Storm Buster}} damage. Try refining this to +8.
|-
|-
|{{Item List |id=1680 |item=Rutilus Stick-OS |slots=2 |simple=yes}}
|{{#item:480090}}
|Rod
|rowspan="3"| Garment
|[[Illusion]]
|[[Gray Wolf Equipment]]
|A strong rod that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|-
|-
|{{Item List |id=550081|item=Patent Freedom Stick|slots=2}}
|{{#item:480160}}
|Rod
|[[Issgard Equipment]]
|[[Ancient Hero]]
|Improved version of the Gray Wolf Muffler.
|The cutesy little stick of freedom has filed a PATENT, turning it blue and making it stronger! Enables use of Level 5 {{Skill Info|class=Soul Linker|id=2449|skill=Psychic Wave}} at +7 and has a focus on boosting Earth and Neutral element damage. It deals about as much damage as a +11 Illusion Thorn Staff of Darkness at +11 and with good enchants, but its biggest advantage is not requiring Supernovice Spirit to use, which removes the need for an alt Soul Linker. Best paired with {{Item List2|id=22238 |item=Great Hero Boots|slots=1}}
|-
|-
|{{Item List |id=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}}
|{{#item:480125}}
|Shield
|[[Convertible Wings]]
|Cash Shop
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
|-
|-
|{{Item List |id=460018|item=Illusion Silver Guard|slots=1 }}
|{{#item:470094}}
|Shield
|rowspan="3"| Footgear
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
|-
|{{Item List2|id=480021|item=Automatic Engine Wing B-type|slots=1}}
|Garment
|[[Sage's Legacy]]
|Improved version of the Illusion Engine Wing. Choose between {{Item List |id=1000136|item=Automatic Module (Above All)}}, {{Item List |id=1000125|item=Automatic Module (Fast)}} and {{Item List |id=1000126|item=Automatic Module (Caster)}}.
|-
|{{Item List2|id=470023 |item=Automatic Leg B-type|slots=1}}
|Footgear
|[[Sage's Legacy]]
|Improved version of the Illusion Leg. Enchant with the following: {{Item List |id=1000147|item=Automatic Module (Spell Buster)}}, {{Item List |id=1000151|item=Automatic Module (Lucky Strike)}} and {{Item List |id=1000135|item=Automatic Module (Fixed Casting)}}.
|-
|{{Item List2|id=22238 |item=Great Hero Boots|slots=1}}
|Footgear
|
|
|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 List |id=550081|item=Patent Freedom Stick|slots=2}}. Try to refine this to +11, then use the {{Item List |id=100747|item=Hero's Weapon Modification Box (Superior)}} to turn it to a +10 Hero Boots-LT.
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the {{#item:550082}}. Try to aim for a +11 Grade C at least.
|-
|-
|{{Item List |id=490026|item=Automatic Battle Chip R|slots=1 }}
|{{#item:470088}}
|Accessory
|[[Gray Wolf Equipment]]
|[[Sage's Legacy]]
|Improved version of the Illusion Leg and Automatic Leg.
|An improved version of the Illusion Battle Chip. Choose between {{Item List |id=1000139|item=Automatic Module (Magic Healing)}}, {{Item List |id=1000115|item=Automatic Module (Spell)}}, {{Item List |id=1000116|item=Automatic Module(Attack Speed)}} and {{Item List |id=1000144|item=Automatic Module (All Force)}}.
|-
|-
|{{Item List |id=490027|item=Automatic Battle Chip L|slots=1 }}
|{{#item:470116}}
|Accessory
|[[Issgard Equipment]]
|[[Sage's Legacy]]
|Improved version of the Gray Shoes.
|An improved version of the Illusion Battle Chip. Choose between {{Item List |id=1000140|item=Automatic Module (Magic Soul)}}, {{Item List |id=1000115|item=Automatic Module (Spell)}}, {{Item List |id=1000116|item=Automatic Module(Attack Speed)}} and {{Item List |id=1000144|item=Automatic Module (All Force)}}.
|-
|-
|{{Item List2 |id=24318 |item=Super Novice Shadow Shield |simple=yes}}
|{{#item:490052}}
|Shadow Gear
{{#item:490064}}
|[[High Rank Shadow Gear]]
|Accessory (Right)
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=43|skill=Owl's Eye}} to reduce Variable Casting Time.
|rowspan="2"| [[Thanatos Tower]]
|rowspan="2"|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|{{Item List2 |id=24282 |item=Super Novice Shadow Gauntlet |simple=yes}}
|{{#item:490053}}
|Shadow Gear
{{#item:490065}}
|[[High Rank Shadow Gear]]
|Accessory (Left)
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=9|skill=Increase SP Recovery}} to further pierce MDEF.
|-
|-
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 240-250'''
|-
|-
|{{Item List |id=400246|item=EVT Bacsojin Hat-LT |slots=1}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|Upper Headgear
|[[Endeavor Token]] - EVT Refine Hammer
|A powerful headgear that provides large amounts of MATK, especially at higher refines and grades. Try to aim for at least Grade C, but Grade B is highly recommended.
|-
|-
|{{Item List |id=400154|item=Survival Circlet-LT |slots=1}}
|{{#item:400111}}
|[[Sunken Sands]]
|Upper Headgear
|Upper Headgear
|Provides copious amounts of bonuses to MATK, magic elemental damage and ACD reduction, especially at higher refines, higher grades and when paired to the Survival Orb-LT. Highly recommended to get it to Grade B. This is one of, if not the best headgears for this build.
|Juperos F2 near entrance
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|-
|-
|{{Item List |id=34279|item=Antiquity Cap EVT |slots=1}}
|{{#item:410080}}
{{Item List |id=34282|item=Ceremonial Crown EVT |slots=1 }}<br>
|rowspan="2"| Middle Headgear
{{Item List |id=34283|item=Celestial Coronet EVT |slots=1 }}
|[[Verus]]
|Upper Headgear
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, these three are pretty much the same. Choose one of the three and refine it to +11.
|-
|-
|{{Item List |id=410080|item=Deep Blue Sunglasses |slots=1}}
|{{#item:400002}}
|Middle Headgear
|[[Amicitia]] (0.05%)
|
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
|Requires a non-slotted {{Item List |id=410079|item=Deep Blue Sunglasses}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
|-
|-
|{{Item List |id=400002|item=Victory Wing Ears |slots=1}}
|{{#item:420066}}
|Middle Headgear
|Lower Headgear
|
|[[Equipment_Crafting#Jewy_-_Orbs_of_Survival,_Survival_Circlet,_Heart_Wings_Hairband,_Rosary's_Necklace,_Drooping_Gunslinger|Equipment Crafting]] (non-LT)<br>[[Various_Headgears_Reform#Orbs_of_Survival|Various Headgears Reform]]
|Requires a non-slotted {{Item List |id=400001|item=Victory Wing Ears}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{Item List |id=410017|item=Battle Processor |slots=1}}
|{{#item:450271}}
|Middle Headgear
|Armor
|
|[[20 The Immortal]]
|Requires a non-slotted {{Item List |id=410016|item=Battle Processor}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} to slot. The most offensive-oriented of the three mid headgears. Try to get MATK or elemental magic bonuses.
|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 List |id=32200|item=Rosary in Mouth}}
|{{#item:550089}}
|Lower Headgear
|Rod
|[[Custom Headgear Quests]]
|[[Issgard Equipment]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|2nd best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine.
|-
|-
|{{Item List |id=32201|item=Magical Rosary in Mouth}}
|{{#item:460040}}
|Lower Headgear
|Shield
|[[Headgear Awakening]]
|Episode 20
|Requires {{Item List |id=32200|item=Rosary in Mouth |slots=1}}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] is enough to obtain one and fully enchant. Upgrade it to Grade C and refine it to +10. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|-
|{{Item List |id=18536|item=Foxtail}}
|{{#item:480284}}
|Lower Headgear
|rowspan="2"| Garment
|[[Sunken Sands]]
|[[20 The Immortal]]
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|This muffler doesn't emit greenhouse gases, but it does emit a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{Item List |id=420066|item=Survival Orb-LT}}
|{{#item:480233}}
|Lower Headgear
|[[Varmundt's Biosphere]]
|[[Sunken Sands]]
|A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation.
|Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain.
|-
|-
|{{Item List2|id=450128|item=Automatic Armor B-type|slots=1}}
|{{#item:470198}}
|Armor
|rowspan="2"| Footgear
|[[Sage's Legacy]]
|[[20 The Immortal]]
|Refine this to +11 and choose between {{Item List |id=1000134|item=Automatic Module (Delay after skill)}}, {{Item List |id=1000123|item=Automatic Module (Magic)}} and most especially {{Item List |id=1000168|item=Automatic Module (Shadow Spell)}}.
|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 List2|id=450178|item=Gray Wolf Robe|slots=1}}
|{{#item:470204}}
|Armor
|Sunken Ship
|[[Direction of Prayer]]
|Climbing and/or moaning noises not included. One of, if not the best footgear due to the FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. Grade A is definitely the best, because SPL is one of the major factors affecting all of the skills' damage.
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|-
|-
|{{Item List2|id=450179|item=Celine's Dress|slots=1}}
|{{#item:490304}}
|Armor
|Accessory (Right)
|[[Nightmare Toy Factory]]
|rowspan="2"| Upper Headgear
|This old, bloody dress is one of the best armors for this build. It is highly recommended to refine this to +12 and equip the whole set to reap its full benefits.
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{Item List |id=550082|item=Freedom Stick-LT|slots=2}}
|{{#item:490307}}
|Rod
|Accessory (Left)
|[[Ancient Hero]]
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant!
|The current final form of the Freedom Stick is this Level 5 beast. Enables use of Level 5 {{Skill Info|class=Soul Linker|id=2449|skill=Psychic Wave}} at +7 and while it is focused on boosting Earth and Neutral element damage, pairing it with the Hero Boots-LT plus the added S.MATK at higher refines and grades makes it really good even for spells that aren't Earth and Neutral. A good upgrade over the Illusion Thorn Staff of Darkness at high refines and good enchants. Aim for at least a +11 Grade C and best paired with {{Item List2|id=470094 |item=Hero Boots-LT|slots=1}}
|-
|-
|{{Item List |id=550062|item=Poenitentia Ferrum|slots=2}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+'''
|Rod
|[[Tomb of Remorse]]
|If {{Skill List |id=5457 |skill=Jack Frost Nova|simple=yes}} and {{Skill List |id=5455 |skill=Meteor Storm Buster|simple=yes}} are your main skills, then this rod is very good at boosting their damage, especially at higher refines and grades.
|-
|-
|{{Item List |id=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}}
|{{#item:400545}}
|Shield
|rowspan="2"| Upper Headgear
|Cash Shop
|Depth 2
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
|One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to utterly infuriating RNG.
|-
|{{#item:400724}}
|[[21 Age of Heroes]]
|Probably the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits.
|-
|{{#item:410233}}
|Middle Headgear
|rowspan="2"| [[Alice Twisted Madness]]
|Get VCT, ACD, MATK or S.MATK enchants.
|-
|{{#item:420213}}
|Lower Headgear
|Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds.
|
|-
|{{#item:450284}}
|rowspan="2"| Armor
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
|-
|{{#item:450173}}
|[[Constellation Tower]]
|The best-in-slot armor, '''but only if all the stars align'''. {{#item:450284}} by itself is a lot more powerful, so stick to it in the meantime. But once you obtain the following:
*{{#item:480351}} with {{#item:313018}}
*{{#item:490136}} with {{#item:313038}}
*{{#item:490485}} with {{#item:312996}}
There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast.
|-
|{{#item:550133}}
|rowspan="2"| Rod
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]]
|If you're level 250 and above, you can skip {{#item:550089}} and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts {{#Skill:5455}} and {{#Skill:5458}} damage.
 
When paired with {{#item:400545}}, it greatly boosts {{#Skill:5460}} damage and has a 50% chance to autocast {{#Skill:5220}}, but requires high ASPD (175+), ACD reduction (30% and above), and [[Patcher#Turbo_Setup|smartcast]] for maximum effectiveness. {{#Skill:5457}} and {{#Skill:5456}} are still decently strong even if this weapon doesn't buff them at all.
|-
|{{#item:550152}}
|[[Time Gap Weapons]]
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts {{#Skill:5457}} and {{#Skill:5456}} when paired with {{#item:400545}}.
|-
|-
|{{Item List |id=460018|item=Illusion Silver Guard|slots=1 }}
|{{#item:460020}}
|Shield
|rowspan="2"| Shield
|[[Illusion of Twins]]
|[[Alice Twisted Madness]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get {{Item List |id=29100|item=Spellbound Nive Lv1}} or {{Item List |id=29101|item=Spellbound Nive Lv2}}.
|The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 to take advantage of the {{#item:300379}}.
|-
|-
|{{Item List2|id=20966|item=Temporal Int Manteau|slots=1}}
|{{#item:460040}}
|Garment
|Episode 20
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of {{#item:300379}}'s damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. The 10% reduced VCT will come in handy when using the {{#item:300522}}/{{#item:300529}} combo, while having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
|-
|-
|{{Item List2|id=480125|item=Convertible Magical Wing|slots=1}}
|{{#item:480351}}
|Garment
|Garment
|[[Sunken Sands]]
|[[Garden of Time]] - [[Divine Beast's Cloak: Autumn]]
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears.
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450173}} above for more info.
|-
|-
|{{Item List2|id=470094 |item=Hero Boots-LT|slots=1}}
|{{#item:470204}}
|Footgear
|Footgear
|
|Sunken Ship
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the {{Item List |id=550082|item=Freedom Stick-LT|slots=2}}. Try to aim for a +11 Grade C at least.
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|-
|-
|{{Item List |id=490052|item=Sinful Sapphire Ring|slots=1 }}
|{{#item:490136}}
{{Item List |id=490064|item=Brilliant Light Sapphire Ring|slots=1 }}
|Accessory (Right)
|Accessory (Right)
|[[Thanatos Tower]]
|[[Constellation Tower]]
|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG. When using the {{#item:300522}}/{{#item:300529}} combo, equipping this is '''HIGHLY RECOMMENDED''' due to the VCT reduction from the two {{#item:310711}} enchants. DEX can be reduced to 1, negating the combo's eye-watering SP Cost increase due to Base DEX, which can be used in boosting other stats, while also freeing up some skill points - less points to Owl's Eye can be used elsewhere.
|-
|-
|{{Item List |id=490053|item=Sinful Sapphire Necklace|slots=1 }}
|{{#item:490485}}
{{Item List |id=490065|item=Brilliant Light Sapphire Necklace|slots=1 }}
|Accessory (Left)
|Accessory (Left)
|[[Thanatos Tower]]
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
|The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480351}}.
|-
|-
|{{Item List |id=490163|item=Hero's Badge|slots=1 }}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|Accessory (Left)
|[[Sunken Sands]]
|It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
|-
|-
|{{Item List |id=2980|item=Evil Gloves |slots=1}}
|{{#item:400991}}
|Accessory
|Headgear
|[[Horror Toy Factory]]
|???
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|skill=Spider Web}}
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:2453}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.
|-
|-
|{{Item List |id=34697|item=Celine's Brooch |slots=1}}
|{{#item:550177}}
|Accessory
|Weapon
|[[Nightmare Toy Factory]]
|???
|Part of the Celine set.
|Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
|-
|{{#item:470337}}
|rowspan="2"| Footgear
|???
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The wet socks start.
|-
|{{#item:470338}}
|???
|Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts.
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
|-
|'''Beginner Shadow Gear'''
|rowspan="2"| Shadow Gear Set
|rowspan="2"| @go eden, Lucy
|Starter shadow set
|-
|'''Advanced Shadow Gear'''
|Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 {{#item:25223}} per week or 30 {{#item:25223}} per piece, 80 {{#item:25223}} for the class-specific weapon.
|-
|{{#item:24883}}<br>{{#item:24884}}
|Shadow Armor, Shadow Shoes
|rowspan="6"| [[Shadow Gear]]
|Shadow armor and shoes that increase magical damage.
|-
|{{#item:24753}}<br>{{#item:24754}}
|Shadow Weapon, Shadow Shield
|Combos with the Magical Spell Armor and Shoes. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance. Grab these two for more power.
|-
|{{#item:24282}}<br>{{#item:24318}}
|Shadow Weapon, Shadow Shield
|Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these.
 
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to {{#item:24753}} and {{#item:24754}} above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes {{#skill:5460}} builds stronger due to the ASPD increase compared to {{#item:24753}} and {{#item:24754}}. Meanwhile, {{#skill:5456}} or {{#skill:5457}} builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the {{#item:300522}}/{{#item:300529}} combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta <s>damage</s> quality of life improvements! Enchant with MATK against monster size or ASPD.
|-
|{{#item:24665}}<br>{{#item:24668}}
|Shadow Ring, Shadow Earring
|Provides full MDEF penetration when both pieces are +9 and above. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance.
|-
|-
|{{Item List2 |id=24282 |item=Super Novice Shadow Gauntlet |simple=yes}}
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|Shadow Gear
|rowspan="2"| Shadow Gear Set
|[[High Rank 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 SPL.
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=9|skill=Increase SP Recovery}} to further pierce MDEF.
|-
|-
|{{Item List2 |id=24616 |item=Super Magic Shadow Shield |simple=yes}}
|{{#item:24946}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24947}}<br>{{#item:24944}}<br>{{#item:24945}}<br>
|Shadow Gear
|An improved version of the Master Shadow Set, tailored for Magic Hyper Novices. Increases the damage of all skills except Hell's Drive and Ground Gravitation. Enchant with the spell of your choosing and SPL.
|[[Faceworm's Nest]]
|The centerpiece of the Super Magic Shadow Set and the next upgrade to the Super Novice Shadow Shield. Combining the {{Item List2 |id=24282 |item=Super Novice Shadow Gauntlet |simple=yes}} (with level 10 {{Skill Info|class=Soul Linker|id=9|skill=Increase SP Recovery}} of course) and this shield results in A LOT of MDEF pierce. 40% Racial MDEF pierce from this, 30% Normal MDEF pierce from the Gauntlet if {{Skill Info|class=Soul Linker|id=9|skill=Increase SP Recovery}} is level 10, and an extra 3% Normal MDEF pierce per refine rate of the Gauntlet. To get Boss MDEF pierce though, you need to enchant a {{Item List |id=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}} with the "Ignore MDEF of Boss Monsters" enchant.
'''Unlike what the description says, it DOES NOT need the Super Magic Shadow Cape and Boots below to get the elemental damage bonuses, just the required refine level. Additionally, while the description in-game says that it ignores Physical Defense, it actually ignores Magic Defense. Finally, the MDEF pierce comes from this shield, the Super Novice Shadow Gauntlet and their refine levels, <u>EXCLUDING</u> the other two items below. Type @battlestats or @bs to confirm.'''
|-
|-
|}
|}
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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% " |Sample equipment builds (Coming soon!)
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Quality of Life Equipment
|-
|-
|
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
<gallery>
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | Life of Quality Equipment
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 20% " | Item
Line 1,043: Line 1,123:
! style=" width: 65%" | Notes
! style=" width: 65%" | Notes
|-
|-
|{{Item List  |id=34806 |item=Adv. Eden Chest [Magical] |slots=0 |simple=yes}}
|{{#item:19204}}
|Chest
|Upper Headgear
|[[Eden Academy]], Base Level 100
|[[Hugel Race]], Base Level 100
|Upon reaching Base Level 10, use the Paradise Magic Set provided by Eden Academy. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#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 List  |id=35109 |item=Adv. Eden Chest [Magical] |slots=0 |simple=yes}}
|{{#item:28900}}
|Chest
|Shield
|[[Eden Academy]], Base Level 100
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Upon reaching Base Level 100, you'll be given this chest, which contains a surprisingly powerful weapon and a set of advanced Eden Armors which will suffice until you earn enough {{Item List |id=25223|item=Paradise Coins}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
|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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''175-200'''
|{{#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 List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|Upper Headgear
|Garment
|[[Cash Shop]]
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|A good mid-late game headgear that provides a lot of bonuses.
|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.
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|-
|{{Item List |id=34279|item=Antiquity Cap EVT |slots=1 }}
{{Item List |id=34282|item=Ceremonial Crown EVT|slots=1 }}<br>
{{Item List |id=34283|item=Celestial Coronet EVT|slots=1 }}
|Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4, buy a couple of {{Item List |id=35160|item=ET insta-polish}} for 3 Endeavor Coins a piece, because it will refine them to +7 - 10 at random.
|-
|-
|}
|}
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! style=" width: 80% " | Notes
! style=" width: 80% " | Notes
|-
|-
|{{Item List2 |id=27310 |item=Plaga |simple=yes}}
|{{#item:27310}}
{{Item List |id=4600 |item=Lichtern Green |simple=yes}} <br>
{{#item:4600}} <br>
{{Item List |id=4586 |item=Tikbalang |simple=yes}} <br>
{{#item:4586}} <br>
{{Item List |id=4597 |item=Lichtern Blue |simple=yes}} <br>
{{#item:4597}} <br>
{{Item List |id=4599 |item=Lichtern Red |simple=yes}} <br>
{{#item:4599}} <br>
{{Item List |id=4598 |item=Lichtern Yellow |simple=yes}} <br>
{{#item:4598}} <br>
|Headgear
|rowspan="6"| Headgear
|These cards increase elemental damage. Put them in high refine headgears.
|These cards increase elemental damage. Put them in high refine headgears.
*Plaga: Neutral
*Plaga: Neutral
Line 1,101: Line 1,178:
*Yellow: Ghost
*Yellow: Ghost
|-
|-
|{{Item List  |id=300251 |item=Plagarion |simple=yes}}
|{{#item:300251}}
{{Item List  |id=300259 |item=Fulgor |simple=yes}} <br>
{{#item:300259}} <br>
{{Item List  |id=300255 |item=Litus |simple=yes}} <br>
{{#item:300255}} <br>
{{Item List  |id=300257 |item=Vanilaqus |simple=yes}} <br>
{{#item:300257}} <br>
{{Item List  |id=300256 |item=Fillia |simple=yes}} <br>
{{#item:300256}} <br>
|Headgear
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
*Plagarion: Neutral
*Plagarion: Neutral
Line 1,114: Line 1,190:
*Fillia: Fire
*Fillia: Fire
|-
|-
|{{Item List  |id=27328 |item=Corrupt Life |simple=yes}}
|{{#item:27328}}
|Headgear
|Early-game card. It can be paired with multiple cards for more bonuses.
|Dropped by all [[Bios Island]] non-boss monsters. A budget card with bonus effects depending on which card it is paired to. Good for the early-mid game.
|-
|-
|{{Item List  |id=27396 |item=Isaac Wigner |simple=yes}}
|{{#item:300359}}
|Headgear
|Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova.
|Hate the excruciatingly long After-Cast Delay of Ground Gravitation or do you want to spam spells a bit faster? Then this card can help! Reduces ACD by 5%.
|-
|-
|{{Item List  |id=300174 |item=Melted Poring |simple=yes}}
|{{#item:300174}}
|Headgear
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|-
|-
|{{Item List |id=4409 |item=Agav |simple=yes}}
|{{#item:4241}}
|Armor
|Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game.
|MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
|-
|{{#item:300308}}
|rowspan="7"| Armor
|At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card.
|-
|-
|{{Item List |id=300308 |item=Meyer Lugenburg |simple=yes}}
|{{#item:300361}}
|Armor
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|Currently the best-in-slot card. At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{Item List  |id=300424 |item=Friedrich S. Heine |simple=yes}} card.
|-
|-
|{{Item List |id=27114 |item=Ominous Solider |simple=yes}}
|{{#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.
|If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%, add 1% every 3 refine rate. DEF +100 and VIT +3 at level 160+.
|-
|-
|{{Item List |id=300254 |item=Amitera |simple=yes}}
|{{#item:4023}}
|Armor
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%. Add 10% more HP at level 200+. Compared to the Ominous Solider card above, you get more HP but no DEF bonus.
|-
|-
|{{Item List |id=4023 |item=Baby Desert Wolf |simple=yes}}
|{{#item:4392}}
|Armor
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|-
|-
|{{Item List |id=27101 |item=Sweet Nightmare |simple=yes}}
|{{#item:300529}}
|Armor
|At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere.
|MATK +20. Uninterruptible casting outside of WoE.
|-
|-
|{{Item List |id=4392 |item=Dame of Sentinel |simple=yes}}
|{{#item:300472}}
|Armor
|A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand.
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|-
|-
|{{Item List  |id=27196 |item=Nihil M. Heine |simple=yes}}
|{{#item:27196}}
|Weapon
|rowspan="9"|Weapon
|Early-mid game card that boosts damage against small monsters.
|Early-mid game card that boosts damage against small monsters.
|-
|-
|{{Item List  |id=27289 |item=Soul Fragment |simple=yes}}
|{{#item:27289}}
|Weapon
|Early-mid game card that boosts damage against Medium-sized monsters.
|Early-mid game card that boosts damage against Medium-sized monsters.
|-
|-
|{{Item List  |id=27286 |item=Colorful Teddy Bear |simple=yes}}
|{{#item:27286}}
|Weapon
|Early-mid game card that boosts damage against Large monsters.
|Early-mid game card that boosts damage against Large monsters.
|-
|-
|{{Item List |id=4394 |item=Lady Solace |simple=yes}}
|{{#item:4394}}
|Weapon
|When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|-
|{{Item List2|id=27384|item=Mutated White Knight}}
|{{#item:27384}}
|Weapon
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|-
|-
|{{Item List2|id=300114|item=Magic Poisoned Plaga}}
|{{#item:300114}}
{{Item List2|id=40140|item=Deep Sea Sropho}} <br>
{{#item:300140}} <br>
{{Item List2|id=40010|item=Arch Plasma}} <br>
{{#item:300010}} <br>
{{Item List2|id=27324|item=Brinaranea}} <br>
{{#item:27324}} <br>
{{Item List2|id=300124|item=Blue Pitaya}} <br>
{{#item:300124}} <br>
{{Item List2|id=27320|item=E-EA1L}} <br>
{{#item:27320}} <br>
{{Item List2|id=300106|item=Red Pitaya}} <br>
{{#item:300106}} <br>
{{Item List2|id=40009|item=Spectral Plasma}}
{{#item:300009}}
|Weapon
|These cards boost elemental damage, especially at high refines.  
|These cards boost elemental damage, especially at high refines.  
*Magic Poisoned Plaga: Neutral.
*Magic Poisoned Plaga: Neutral.
Line 1,193: Line 1,258:
*Spectral Plasma: Ghost
*Spectral Plasma: Ghost
|-
|-
|{{Item List2|id=27385|item=Frozen Gargoyle}}
|{{#item:300442}}
|Shield
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be.
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get this if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|-
|{{Item List2|id=27385|item=Mutated Khalitzburg}}
|{{#item:300455}}
|Shield
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies.
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
|-
|-
|{{Item List |id=4413 |item=Hodremlin |simple=yes}}
|{{#item:300601}}
|Shield
|One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A {{#item:400724}}. Significantly boosts {{#skill:5456}} and {{#skill:5457}} damage.
|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. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
|-
|{{#item:27356}}
|rowspan="4"|Shield
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|{{#item:27385}}
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
|-
|{{#item:4413}}
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|-
|{{#item:300379}}
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|-
|{{Item List2 |id=27176 |item=Marsh Arclouse |simple=yes}}
|{{#item:27176}}
|Garment
|rowspan="11"|Garment
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
|-
|-
|{{Item List2 |id=300123 |item=Purple Pitaya |simple=yes}}
|{{#item:300123}}
{{Item List2 |id=4629 |item=Arc Elder |simple=yes}} <br>
{{#item:4629}} <br>
{{Item List2 |id=30149 |item=Deep Sea Phen |simple=yes}} <br>
{{#item:300149}} <br>
{{Item List2 |id=27167 |item=Faceworm Larva |simple=yes}} <br>
{{#item:27167}} <br>
{{Item List2 |id=4657 |item=Nightmare Ancient Mummy |simple=yes}} <br>
{{#item:4657}} <br>
{{Item List2 |id=300372 |item=Cave Flower |simple=yes}} <br>
{{#item:300372}} <br>
|Garment
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
*Purple Pitaya: Neutral
*Purple Pitaya: Neutral
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*Cave Flower (not implemented): Ghost
*Cave Flower (not implemented): Ghost
|-
|-
|{{Item List2 |id=300269 |item=Eldest |simple=yes}}
|{{#item:300269}}
|Garment
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|-
|-
|{{Item List2 |id=300273 |item=Smile Giver|simple=yes}}
|{{#item:300273}}
|Garment
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|-
|{{Item List  |id=300260 |item=Napeo |simple=yes}}
|{{#item:300260}}
|Garment
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
|-
|-
|{{Item List  |id=300424 |item=Friedrich S. Heine |simple=yes}}
|{{#item:300375}}
|Garment
|Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation.
|Currently the best in slot garment card. Best paired with the armor card {{Item List |id=300308 |item=Meyer Lugenburg |simple=yes}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|-
|{{#item:300424}}
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|-
|{{#item:300521}}
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}.
|-
|{{#item:300522}}
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}.
|-
|{{#item:27362}}
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this.
|-
|{{#item:4576}}
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this.
|-
|-
|{{Item List2 |id=27249 |item=Arhi |simple=yes}}
|{{#item:27249}}
|Footgear
|rowspan="8"|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{Item List2 |id=27249 |item=Arhi |simple=yes}}
|{{#item:300177}}
|Footgear
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|-
|{{Item List2 |id=4658 |item=Nightmare Verit |simple=yes}}
|{{#item:4658}}
|Footgear
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|-
|-
|{{Item List2 |id=27255 |item=Ordre |simple=yes}}
|{{#item:27255}}
|Footgear
|Good for Wind and Water focused builds.
|Good for Wind and Water focused builds.
|-
|-
|{{Item List2 |id=27253 |item=Geffen Shoplifter |simple=yes}}
|{{#item:27253}}
|Footgear
|Good for Fire focused builds.
|Good for Fire focused builds.
|-
|-
|{{Item List2 |id=27250 |item=Dio Anemos |simple=yes}}
|{{#item:27250}}
|Footgear
|Good for Neutral and Earth focused builds.
|Good for Neutral and Earth focused builds.
|-
|-
|{{Item List2 |id=27179 |item=Coyote |simple=yes}}
|{{#item:27179}}
|Footgear
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
|-
|-
|{{Item List |id=4077 |item=Phen |simple=yes}}
|{{#item:300458}}
{{Item List |id=4327 |item=Bloody Butterfly |simple=yes}}
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises.
|Accessory
|-
|{{#item:4077}}
{{#item:4327}}
|rowspan="4"|Accessory
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
|-
|-
|{{Item List |id=27026 |item=Fire Condor |simple=yes}}
|{{#item:27026}}
|Accessory
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|-
|-
|{{Item List |id=4577 |item=Elvira |simple=yes}}
|{{#item:4577}}
{{Item List  |id=300222 |item=Firewind Kite |simple=yes}} <br>
{{#item:300222}} <br>
{{Item List |id=27125 |item=Headless Mule |simple=yes}} <br>
{{#item:27125}} <br>
{{Item List  |id=300364 |item=Calmaring |simple=yes}} <br>
{{#item:300364}} <br>
{{Item List |id=27161 |item=Mavka |simple=yes}} <br>
{{#item:27161}} <br>
{{Item List  |id=300216 |item=Lava Toad |simple=yes}} <br>
{{#item:300216}} <br>
{{Item List  |id=300211 |item=Crow Duke |simple=yes}} <br>
{{#item:300211}} <br>
{{Item List  |id=27262 |item=Dwigh |simple=yes}} <br>
{{#item:27262}} <br>
{{Item List  |id=300218 |item=Ashhopper |simple=yes}} <br>
{{#item:300218}} <br>
{{Item List2 |id=40000 |item=Jewelry Ant |simple=yes}} <br>
{{#item:300006}} <br>
{{Item List  |id=300267 |item=Crow Baron |simple=yes}} <br>
{{#item:300267}} <br>
{{Item List  |id=300268 |item=Crow Duke |simple=yes}} <br>
{{#item:300268}} <br>
|Accessory
|These cards boost elemental damage.
|These cards boost elemental damage.
*Elvira: Wind and Ghost (20%)
*Elvira: Wind and Ghost (20%)
*Firewind Kite: Wind (35%) Left accessory
*Firewind Kite: Wind (35%) Left accessory
*Headless Mule: Water (20%)
*Headless Mule: Water (20%)
*Calmaring: Water (35%) '''Not yet implemented, Left accessory'''
*Calmaring: Water (35%)
*Mavka: Fire and Earth (20%)
*Mavka: Fire and Earth (20%)
*Lava Toad: Fire (35%) Left accessory
*Lava Toad: Fire (35%) Left accessory
Line 1,300: Line 1,380:
*Ashhopper: Neutral (35%) Left accessory
*Ashhopper: Neutral (35%) Left accessory
*Dwigh: Neutral (20%)
*Dwigh: Neutral (20%)
*Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{Item List  |id=4336 |item=Ungoliant |simple=yes}}
*Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{#item:4336}}
*Crow Baron (level 200+): Fire and Wind (15%)
*Crow Baron (level 200+): Fire and Wind (15%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
|-
|-
|{{Item List  |id=300243 |item=Lude Gal |simple=yes}}
|{{#item:300243}}
|Accessory
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|-
|-
|{{Item List  |id=1000528 |item=Magic Power Amber [U] |simple=yes}}
|{{#item:1000857}}
{{Item List  |id=1000529 |item=Magic Power Amber [M] |simple=yes}} <br>
{{#item:1000859}} <br>
{{Item List  |id=1000530 |item=Magic Power Amber [L] |simple=yes}}
{{#item:25709}}
|Upper costume headgear, mid costume headgear, lower costume headgear
|Upper costume headgear, low costume headgear, garment costume
|These three boost elemental damage and must be together for maximum effectiveness.
|The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three.
|-
|-
|{{Item List  |id=25170 |item=Minor Casting Onyx [G] |simple=yes}}
|{{#item:25170}}
{{Item List  |id=25067 |item=Casting Onyx [G] |simple=yes}}
{{#item:25067}}
|Garment costume
|Garment costume
|These two reduce FCT by 0.3 and 0.5 seconds respectively. They're important because the FCT of a lot of HN magic spells is 1.5 seconds.
|These two reduce Fixed Cast Time by 0.3 and 0.5 seconds respectively. Replace these with something better once your equipment can substantially reduce Fixed Cast Time.
|-
|-
|{{Item List  |id=1001329 |item=Not yet implemented [L] |simple=yes}}
|{{#item:1001329}}
|Lower costume headgear
|Lower costume headgear
|This lower headgear costume stone is not yet implemented.
|This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me!
|-
|-
|{{Item List  |id=1001327 |item=Not yet implemented [U] |simple=yes}}
|{{#item:1001327}}
{{Item List  |id=25454 |item=High Wizard Onyx [M] |simple=yes}} <br>
{{#item:25454}} <br>
{{Item List  |id=1001326 |item=Not yet implemented [G] |simple=yes}}
{{#item:1001326}}
|Upper costume headgear, mid costume headgear, garment costume
|Upper costume headgear, mid costume headgear, garment costume
|{{Skill List |id=2038 |skill=This garment costume stone is not yet implemented. When paired with the High Wizard Stone and another unimplemented costume stone for the uppear headgear, its bonuses are not yet implemented.|simple=yes}}
|Using these costume stones grants access to Judex. High Wizard Stone increases Judex's damage. It can help make leveling more tolerable, especially at level 150 when paired with a +7 {{#item:550081}}.
|-
|{{#item:1001327}}
{{#item:1001328}}<br>
{{#item:1001329}}<br>
{{#item:1001489}}
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits. However, reports of an upcoming skill may slightly reduce this combo's effectiveness, as it requires level 5 Self Study Tactics from the Physical Tree. Be a more powerful glass cannon, or a more tanky kind of mage with slightly less damage.
|-
|-
|}
|}
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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 List |id=9089 |item=Am Mut Egg |simple=yes}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
*{{Item List |id=9122 |item=Gloomy Egg |simple=yes}}: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{Item List |id=9088 |item=Angeling Egg |simple=yes}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build.
|-
|-
|}
|}
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy (WIP)
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Leveling (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 heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing. <!--- This strategy is focused more on a modestly built Hyper Novice with very little to no consumables used even in the thick of battle.  
|'''WORK IN PROGRESS''', placeholder, may contain suboptimal info
 
'''Path 1: Questing Route'''
*1-20 Prontera Field / Culvert, grab Eden stuff
*20-45 Payon Dungeon, activate Manual at level 40
*45-70 Orc Dungeon, max Fire Ball
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*100-125 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest.
*125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips
*150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft {{#item:550080}}, then upgrade to {{#item:550081}} to make life so much easier. Level up in Illusion of Teddy Bear
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]])
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
*230-250 [[20 The Immortal]], Nif2 at 240
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]]
 
'''Path 2: GaoSuper (1-200)'''
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon.<br>
[[File:PandaAdmireWizardPNG.png|40x40px]]  [https://www.youtube.com/watch?v=QK-wNzp0ElA HAIL GAOSUPER!!!]  [[File:PandaAdmireWizardPNGmirror.png|40x40px]]
 
Timestamps and explanations (currently simplistic, will add more details later):
*0:00 - character creation
*0:20 - start, beginner quest
*1:55 - Stat distribution (/dex+ 99), Payon Dungeon
*More coming soon!
|-
|}
 
{| 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. --->
'''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>


*Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
*Super Novice has absolutely atrocious HP and SP pools until level 99. Without the help of equipment and costumes like {{#item:20307}}, your HP and SP will be less than 1000 and 300 respectively. Because of this, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere ~1000 HP. It's better to evade attacks instead of taking a hit with such low HP.
*Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
*Focus more on hit-and-run tactics by leveling up quick-cast skills like {{#skill:17}} instead of slow-casting bolt spells.
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*Skills like {{#skill:12}} and {{#skill:25}} {{#skill:25}} iei will help you survive in dangerous situations but will cost a lot of skill points. It will be useful for quite a long time, even all the way until you're a Hyper Novice if you use them well.
*Due to the Super Novice having absolutely atrocious HP and SP pools until level 99, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere 700 HP. It's better to completely evade attacks instead of taking a hit with such low HP.
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
*Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
*When in a party... I have writer's block!
*Always be on the move! Keep moving, don't get hit, and survive! Once you reach Base Level 99, you'll get an extra +2000 Max HP for your troubles.
*Don't upgrade to Ex. Super Novice until you reach Job Level 99.




<u>Ex. Super Novice</u>
<u>'''Ex. Super Novice'''</u>
 
*This is the deadly part, and I think a lot of people who try the class will give up here. The struggle IS REAL especially if Hyper Novice is the first or one of the first characters you make. Correct me if I'm wrong though!
*Soloing isn't too difficult from 100-150, then the difficulty ramps up quickly at 150 onwards due to the lack of strong 3rd job skills. Level 5 {{#skill:2449}} will make life a lot easier, but it needs a +7 {{#item:550081}}, and it can be obtained here: [[Ancient Hero / Patent / Hero-LT Weapons]]. Once you break through this challenging phase, especially if you don't have {{#item:550081}}, you'll feel a MASSIVE surge of power once you become a Hyper Novice and reach Job Level 7 and above.
*As you gain levels, allocate more points to DEX in order to reduce VCT (Variable Cast Time) as much as possible, with INT not far behind. It is highly recommended to do the episode quests listed above, as they'll give you access to equipment sets that can reduce your VCT by up to 10% (Grace Set) and FCT (Fixed Cast Time) by 0.5 seconds, which is very helpful considering the long 1.5-second FCT of AoE skills like {{#skill:89}} and {{#skill:85}}, and the even more abhorrent VCT of some skills reaching up to freaking 6.3 seconds! At least it isn't as bad as [[Sarah and Fenrir|Fenrir]], who can take '''a full minute''' to cast {{#skill:2454}}.
*AGI is still your primary survival stat, but some VIT can now help with a much better HP pool. Most monsters up to level 200 can have up to around ~550 Hit at most. Try to have 550 Flee or more if possible. Type @mi monstername for more info on a particular monster.
**If Hit - Flee = 100 or more, you'll ALWAYS be hit.
**But even if you think having tons of FLEE is going to work, it isn't, because there is a '''FLEE PENALTY'''. If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters.
*In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
 
 
<u>'''Hyper Novice'''</u>
<!-- Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest despair. -->
 
Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. '''Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.'''


When soloing, I get writer's block!


In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
<u>Buffing rotation:</u><!-- {{#skill:5457}}, {{#skill:5456}}, {{#skill:5458}}, {{#skill:5459}}, {{#skill:5455}}, {{#skill:5460}} --> <br>
Every 90 seconds: <s>{{#skill:74}}, {{#skill:66}}, {{#skill:2315}},</s> {{#skill:2478}} in any order<br>
Every 180 seconds: {{#skill:45}}, {{#skill:34}}, {{#skill:29}}, then <s>{{#skill:74}}, {{#skill:66}}, {{#skill:2315}},</s> {{#skill:2478}}, in any order<br>
To make buffing rotations easier, you can remove one or more of the following skills, indicated by a slash. {{#skill:2478}} cannot be removed, unless you have an oversupply of {{#item:12710}}. If you have sufficient SP regeneration or a lot of SP potions, remove {{#skill:74}}. If you think MATK+25 is too insignificant, remove {{#skill:66}}. If you have HP regeneration, sufficient healing, or lots of HP potions, remove {{#skill:2315}}.




<u>Hyper Novice</u>
<u>Skill rotation 1:</u><br>
WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest hell.
{{#skill:5457}} build based on the skill build above with end-game gear - {{#item:400545}} + {{#item:550152}} combo. <br>
This rotation requires at least 30% ACD and 160 ASPD. The idea is to cram as many skills as possible within the duration of {{#skill:5457}}. This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<br>
(Start) {{#skill:5457}} > {{#skill:5456}} > {{#skill:5459}} > <s>{{#Skill:5458}}Hell's Drive</s> > {{#skill:5456}} '''--->''' {{#skill:5457}} > {{#Skill:5458}}Hell's Drive > {{#skill:5456}} > {{#Skill:5458}}Hell's Drive > <s>{{#Skill:5458}}Hell's Drive</s> (End)(Repeat)


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<u>Skill rotation 2:</u><br>
{{#skill:5457}} build based on the skill build above with late-game gear - fully enchanted {{#item:550089}} with {{#item:400111}}. <br>
This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<br>
(Start) {{#skill:5457}} > <s>{{#skill:5456}}</s> >{{#skill:5459}} > {{#Skill:5458}}Hell's Drive x3 '''--->''' {{#skill:5457}} > <s>{{#skill:5456}}</s> > {{#Skill:5458}}Hell's Drive x4 (End)(Repeat)


== Physical ==
[[File:PhysHN .jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins.]]
[[File:PhysHN .jpg|thumb|Placeholder screenshot]]
'''(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.
<!---[[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.]] --->


=== Stats and Traits ===
<u>Skill rotation 3 (WIP):</u><br>
{{#skill:5460}} build - {{#item:400545}} + {{#item:550133}} combo. <br>
Start with an opener to soften up the mobs a bit, followed by spamming the skill until the opener's duration ends. Spray enemies with a barrage of angry thoughts. If {{#item:400545}} + {{#item:550133}} are equipped, add angry souls to the mix. When in actual combat, adjust accordingly.<br>
(Start) {{#skill:5457}} or {{#skill:5459}} then spam {{#skill:5460}} (End)(Repeat)


{| class="wikitable"
 
! style="text-align: center; font-weight: bold; width: 100px" | Stat
<!-- <u>Skill rotation 4:</u><br>
! style="text-align: center; font-weight: bold; width: auto" | Amount
{{#skill:5456}} build, OP Master Pablo style (will consult the OP 1/1 novice with a sus cart for the complete rotation) - {{#item:400545}} + {{#item:550152}} combo. <br>
! style="text-align: center; font-weight: bold; width: auto" | Notes
This is the best rotation I found so far when testing DPS in dummies. Slashed skills mean they can be added if you have even more ACD and ASPD. When in actual combat, adjust accordingly.<br>
(Start) (End)(Repeat) -->
|-
|-
|STR
|}
|100-120
 
|Main stat. Increases ATK and carrying capacity.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|AGI
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1
|60-100
|Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep.
|-
|-
|VIT
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.
|70-80
 
|Increases Max HP while reducing the chances of getting Poisoned.
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.
 
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). {{#item:50035}} is even better.
 
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
 
*'''Enemy no. 1 - Lava Toads.''' If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast {{#skill:479}}, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
*'''Enemy no. 2 - Fatums.''' They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with {{#skill:20}}, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
*'''Enemy no. 3 - The Waterborne, Kapha and Anolian.''' Kapha usually doesn't initiate with {{#skill:86}}, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, {{#skill:136}}, {{#skill:2447}}, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
*'''Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail.''' These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
*Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast {{#skill:92}}, removing {{#skill:29}}, {{#skill:45}}, and {{#skill:2478}} and reducing DEX and AGI. Really annoying because you need to recast those skills, but {{#item:12710}} fixes that problem. Pom Spiders can occasionally cast {{#skill:405}} when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
*Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's {{#skill:18}}.
|-
|-
|INT
|}
|70-80
 
|Increases Max HP while reducing the chances of getting Silenced.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|DEX
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 2
|60-80 / 120 (Ranged Hyper Novice builds)
|Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max.
|-
|-
|LUK
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.
|60-80 / 120 (Mega Sonic Blow builds)
 
|Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 to get as much CRIT Rate as possible while waiting for level 250 to access the Super Novice chant (see Hidden Skills above).
1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP.
 
2 - Use {{#item:23204}} so you won't get 1-shot by Moskrillos and Salamanders. {{#item:50035}} is significantly better.
 
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
 
*'''Enemy no. 1 - Salamanders. KILL ON SIGHT, even if they're alone!''' These annoying fire lizards are almost always the main reason for dying here due to Earthquake. But if they don't cast Earthquake first, then their CRIT Attack is almost a guaranteed kill. Again, KILL ON SIGHT!!!
*'''Enemy no. 2 - The Graspers/Pullers, Frozen Gargoyle and Ancient Tree.''' In a place where mobs hit like a truck with a serious urge to isekai, and can occasionally "combo" with the Fiber Lockers, getting pulled to the wrong place at the wrong time can be certain death. Kill these two, especially the more dangerous and Grasp-Happy Gargoyle that can cast {{#skill:88}}.
*'''Enemy no. 3 - The Windborne Moskrillo and Blue Acidus.''' Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful {{#skill:20}} and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast {{#skill:21}} and {{#skill:84}} in quick succession.
*'''Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr''' because my goodness, they cast {{#skill:405}} like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around.
 
<!--Here's a true story that happened to my main SN Rakugaki multiple times: He attempts to escape a huge horde. Duneyrr casts Spider Web. He gets stuck for 8 seconds. Two or more Duneyrrs casting Spider Web? Make that 16 seconds because their duration stacks for some reason. A Gargoyle grasps him back but somehow he still can't move, even if the spider web is all the way over there. He breaks free of the sticky, but he has less than 100 Hard MDEF, and a Gargoyle casts Frost Nova. Or if he has less than 100 Total LUK, a Morroc Incarnation casts Wide Curse. Or he has less than 100 Hard MDEF and 100 Total LUK, and he's both Frozen and Cursed! He's Frozen in place, or can barely even move, or both, and there's a Salamander (or a huge horde) nearby. Salamander casts Earthquake, and he's STILL NOT DEAD thanks to the Hyper Novice's extra life. But because {{#skill:268}} drastically reduces movement speed, there's no escaping the massive horde stampeding towards him. One more spider web sticks him in place, the sheer amount of REALLY ANGRY monsters overwhelms his 90% damage reduction, and his fate is sealed. COMBO KILL!!! ALL THE MONSTERS IN DEPTH2 ARE CHEERING!!! THE VERDICT - 10 10 9001!!! -->
 
*Enemy no. 5 - Naga. They have {{#skill:57}}, but {{#skill:86}} is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball.
*Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so.
*Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage.
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== Physical ==
[[File:PhysHN .jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins.]]
[[File:PhysHN .jpg|thumb|Placeholder screenshot]]
'''For a better and more comprehensive guide on Physical Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
<!---[[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.]] --->
=== Stats and Traits ===


{| class="wikitable"
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Trait
! style="text-align: center; font-weight: bold; width: 100px" | Stat
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|-
|POW
|STR
|100
|100-120
|Primary trait. Max this for the highest possible damage.
|Main stat. Increases ATK and carrying capacity.
|-
|-
|STA
|AGI
|0 or 30-97
|60-100
|Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value.
|Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. Try to get 100 total AGI for full immunity against Bleeding and Sleep.
|-
|-
|WIS
|VIT
|0 or 30-97
|70-80
|Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value.
|Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun.
|-
|-
|SPL
|INT
|0
|70-80
|Not needed.
|Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
|-
|-
|CON
|DEX
|0 or 30-97
|60-80 / 120 (Ranged Hyper Novice builds)
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
|Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max.
|-
|LUK
|60-80 / 120-125 (Mega Sonic Blow builds)
|Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 (or 125 with {{#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).
|-
|}
 
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Trait
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|POW
|110
|Primary trait. Max this for the highest possible damage.
|-
|STA
|Optional
|If more RES is needed and there are still some points to spare, grab a few points here.
|-
|WIS
|Optional
|If more MRES is needed and there are still some points to spare, grab a few points here.
|-
|SPL
|0
|'''Absolutely unnecessary''', because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying.
|-
|CON
|72-110
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait.
|-
|-
|CRT
|CRT
|0 or 30-97
|72-110
|Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait.
|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.
|-
|-
|}
|}
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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:#CC0000; color:White;  width: 100% " |Skills: Physical
! style="background-color:#880808; color:White;  width: 100% " |Skills: Physical
|-
|-
|<!---[[File:Melee SN HTF.png|300px|right|thumb|With the power of the {{Item List |id=16043 |item= Chevrolet Suburban |simple=yes}}, a Super Novice makes sad Kimi happy.]] --->
|<!---[[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.
The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.


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! style=" width: 90% " | Notes
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|{{Skill List |id=48 |skill=Double Attack|simple=yes}}
|{{#skill:48 |Double Attack}}
|Optional
|Optional
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.
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Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
|-
|-
|{{Skill List |id=50 |skill=Steal|simple=yes}}
|{{#skill:50 |Steal}}
|5
|5
|Steal items from one target. Prerequisite for Hiding.
|Steal items from one target. Prerequisite for Hiding.
|-
|-
|{{Skill List |id=51 |skill=Hiding|simple=yes}}
|{{#skill:51 |Hiding}}
|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 List |id=28 |skill=Heal|simple=yes}}
|{{#skill:28 |Heal}}
|3
|3
|Mainly for self-healing purposes.
|Mainly for self-healing purposes.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#skill:29 |Increase AGI}}
|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 List |id=31 |skill=Aqua Benedicta|simple=yes}}
|{{#skill:31 |Aqua Benedicta}}
|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 200z per Holy Water bottle.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#skill:34 |Blessing}}
|Optional
|Optional
|Makes you hit harder and more accurately. Optional.
|Makes you hit harder and more accurately. Optional.
|-
|-
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#skill:9 |Increase SP Recovery}}
|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 List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#skill:45 |Attention Concentrate}}
|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 List |id=24 |skill=Ruwach|simple=yes}}
|{{#skill:24 |Ruwach}}
|1
|1
|Reveals and deals Holy Element magic damage to hidden enemies.
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#skill:26 |Teleport}}
|1
|1
|Save weight, money, inventory space and the grind for items that enable it!
|Save weight, money, inventory space and the grind for items that enable it!
|-
|-
|{{Skill List |id=11 |skill=Napalm Beat|simple=yes}}
|{{#skill:11 |Napalm Beat}}
|Optional
|Optional
|Prerequisite for Soul Strike and Safety Wall.
|Prerequisite for Soul Strike and Safety Wall.
|-
|-
|{{Skill List |id=13 |skill=Soul Strike|simple=yes}}
|{{#skill:13 |Soul Strike}}
|Optional
|Optional
|Prerequisite for Safety Wall.
|Prerequisite for Safety Wall.
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#skill:12 |Safety Wall}}
|Optional
|Optional
|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!
|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!
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Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{Skill List |id=210 |skill=Snatcher (Gank)|simple=yes}}
|{{#skill:210 |Snatcher (Gank)}}
|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 List |id=213 |skill=Tunnel Drive|simple=yes}}
|{{#skill:213 |Tunnel Drive}}
|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 List |id=211 |skill=Steal Coin (Mug)|simple=yes}}
|{{#skill:211 |Steal Coin (Mug)}}
|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 List |id=212 |skill=Back Stab|simple=yes}}
|{{#skill:212 |Back Stab}}
|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 back-stabbed.
|-
|-
|{{Skill List |id=213 |skill=Raid (Sightless Mind)|simple=yes}}
|{{#skill:213 |Raid (Sightless Mind)}}
|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.
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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 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.
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#skill:66 |Impositio Manus}}
|3
|3
|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 List |id=68 |skill=Aspersio|simple=yes}}
|{{#skill:68 |Aspersio}}
|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 List |id=90 |skill=Earth Spike|simple=yes}}
|{{#skill:90 |Earth Spike}}
|Optional
|Optional
|Prerequisite for Quagmire.
|Prerequisite for Quagmire.
|-
|-
|{{Skill List |id=91 |skill=Heaven's Drive|simple=yes}}
|{{#skill:91 |Heaven's Drive}}
|Optional
|Optional
|Prerequisite for Quagmire.
|Prerequisite for Quagmire.
|-
|-
|{{Skill List |id=92 |skill=Quagmire|simple=yes}}
|{{#skill:92 |Quagmire}}
|Optional
|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.
|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 List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#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 List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#skill:5076 |Help Me Angel!}}
|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 List |id=5077 |skill=Transcendence|simple=yes}}
|{{#skill:5077 |Transcendence}}
|Optional
|Optional
|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. For this build, it is optional. Get this if more HP and SP are needed.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|-
|-
|{{Skill List |id=5449 |skill=Self Study Tactics|simple=yes}}
|{{#skill:5449 |Self Study Tactics}}
|5-10
|5-10
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|-
|-
|{{Skill List |id=5451 |skill=Double Bowling Bash|simple=yes}}
|{{#skill:5451 |Double Bowling Bash}}
|7-10
|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.
|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 List |id=5452 |skill=Mega Sonic Blow|simple=yes}}
|{{#skill:5452 |Mega Sonic Blow}}
|7-10
|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.
|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 List |id=5453 |skill=Shield Chain Rush|simple=yes}}
|{{#skill:5453 |Shield Chain Rush}}
|7-10
|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.
|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 List |id=5454 |skill=Spiral Pierce Max|simple=yes}}
|{{#skill:5454 |Spiral Pierce Max}}
|7-10
|7-10
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|-
|-
|{{Skill List |id=5461 |skill=Breaking Limit|simple=yes}}
|{{#skill:5461 |Breaking Limit}}
|1
|1
|Significantly increases the damage of all skills in the Physical tree.
|Significantly increases the damage of all skills in the Physical tree.
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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:#CC0000; color:White;  width: 100% " |Equipment
! style="background-color:#880808; color:White;  width: 100% " |Equipment
|-
|-
|<!---The {{Item List |id=2942 |item=Taekwon Manual |simple=yes}} 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 List |id=421 |skill=Flying Side Kick|simple=yes}}, and the ability to change your weapon's element to either Earth, Wind, Water or Fire via {{Skill List |id=425 |skill=Warm Wind|simple=yes}}, 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!'''--->
|<!---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!'''--->


You can use Eden Gear or choose from the list below...
You can use Eden Gear or choose from the list below...
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! style=" width: 65%" | Notes
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|{{Item List  |id=34805 |item=Eden Equipment Chest [Physical] |simple=yes}}
|{{#item:34805}}
|Chest
|Chest
|[[Eden Academy]], Base Level 10
|[[Beginners Guide|Eden Academy]], Base Level 10
|'''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.
|'''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 List |id=5119 |item=Super Novice Hat |slots=1 |simple=yes}}
|{{#item:5119}}
|Upper Headgear
|Upper Headgear
|Lighthalzen Armory (unslotted)
|Lighthalzen Armory (unslotted)
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|Starter Headgear. Gives +1 all stats.
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{Item List |id=18776 |item=Angel's Kiss |slots=1 |simple=yes}}
|{{#item:18776}}
|Upper Headgear
|Upper Headgear
|Toad
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{Item List |id=2340 |item=Novice Breastplate |slots=1 |simple=yes}}
|{{#item:2340}}
|Armor
|Armor
|Yuno - King's Shop
|Yuno - King's Shop
|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 List |id=2352 |item=Tattered Novice Ninja Suit |simple=yes}}).
|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 List |id=15012 |item=Puente Robe |slots=1 |simple=yes}}
|{{#item:15012}}
|Armor
|Armor
|Orc Lady
|Orc Lady
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{Item List |id=2355 |item=Angelic Protection |slots=1 |simple=yes}}
|{{#item:2355}}
|Armor
|Armor
|Eclipse
|Eclipse
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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.
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.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:2113}}
|Shield
|Shield
|Lighthalzen Armory
|Lighthalzen Armory
|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.
|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 List |id=2183 |item=Angelic Guard |slots=1 |simple=yes}}
|{{#item:2183}}
|Shield
|Shield
|Mastering
|Mastering
|Part of the Angel's Set.
|Part of the Angel's Set.
|-
|-
|{{Item List |id=2512 |item=Novice Manteau |slots=1 |simple=yes}}
|{{#item:2512}}
|Garment
|Garment
|Lighthalzen Armory
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{Item List |id=20710 |item=Angelic Cardigan |slots=1 |simple=yes}}
|{{#item:20710}}
|Garment
|Garment
|Vagabond Wolf
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{Item List |id=2416 |item=Novice Shoes |slots=1 |simple=yes}}
|{{#item:2416}}
|Footgear
|Footgear
|Lighthalzen Armory
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{Item List |id=22015 |item=Angelic Reincarnation |slots=1 |simple=yes}}
|{{#item:22015}}
|Footgear
|Footgear
|Vocal
|Vocal
|Part of the Angel's Set. HP +100.
|Part of the Angel's Set. HP +100.
|-
|-
|{{Item List |id=2628 |item=Novice Armlet |slots=1 |simple=yes}}
|{{#item:2628}}
|Accessory
|Accessory
|Izlude Armor Dealer
|Izlude Armor Dealer
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{Item List |id=2607 |item=Clip |slots=1 |simple=yes}}
|{{#item:2607}}
|Accessory
|Accessory
|Dragon Fly
|Dragon Fly
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|-
|-
|{{Item List  |id=35108 |item=Adv. Eden Chest [Physical] |simple=yes}}
|{{#item:35108}}
|Chest
|Chest
|[[Eden Academy]], Base Level 100
|[[Beginners Guide|Eden Academy]], Base Level 100
|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 List |id=25223|item=Paradise Coins}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
|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 List |id=450121|item=Noblesse Super Novice Suit|slots=1}}
|{{#item:450122}}


{{Item List |id=470016|item=Noblesse Attack Boots|slots=1}}
{{#item:470017}}


{{Item List |id=480012|item=Noblesse Attack Manteau|slots=1}}
{{#item:480014}}


{{Item List |id=490014|item=Noblesse Attack Ring|slots=1}}
{{#item:490015}}
|Equipment Set
|Equipment Set
|1 {{Item List |id=25223|item=Paradise Coin}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|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 Eden Academy quest chain to get this over the other armors.''' While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the {{Item List |id=100128|item=Noblesse Upgrade Ticket}}, for the low, low price of just a single {{Item List |id=25223|item=Paradise Coin}}!
|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 List |id=450123|item=Imperial Super Novice Suit|slots=1}}
|{{#item:450124}}


{{Item List |id=470018|item=Imperial Attack Boots|slots=1}}
{{#item:470019}}


{{Item List |id=480016|item=Imperial Attack Manteau|slots=1}}
{{#item:480017}}


{{Item List |id=490017|item=Imperial Attack Ring|slots=1}}
{{#item:490018}}
|Equipment Set
|Equipment Set
|3 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|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, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the {{Item List |id=100129|item=Imperial Refine Ticket}}, for the low cost of just 3 {{Item List |id=25223|item=Paradise Coins}}!
|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 List |id=450125|item=Grace Super Novice Suit|slots=1}}
|{{#item:450126}}


{{Item List |id=470020|item=Grace Attack Boots|slots=1}}
{{#item:470021}}


{{Item List |id=480018|item=Grace Attack Manteau|slots=1}}
{{#item:480019}}


{{Item List |id=490019|item=Grace Attack Ring|slots=1}}
{{#item:490020}}
|Equipment Set
|Equipment Set
|4 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|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. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the {{Item List |id=100130|item=Grace Upgrade Ticket}}, for the low cost of just 4 {{Item List |id=25223|item=Paradise Coins}}!
|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 List  |id=450185 |item=Paradise Luxury Suit |simple=yes}}
|{{#item:450185|Paradise Luxury Suit }}
{{Item List  |id=470069 |item=Paradise Luxury Boots |simple=yes}}
{{#item:470069|Paradise Luxury Boots }}
|Armor and Shoes
|Armor and Shoes
|Eden Academy, level 100
|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.
|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 List  |id=510039 |item=Paradise Super Novice Dagger |simple=yes}}
|{{#item:510039|Paradise Super Novice Dagger }}
|Weapon
|Weapon
|[[Eden Group]]
|[[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.
|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 List |id=18776 |item=Advanced Angel's Kiss |slots=1 |simple=yes}}
|{{#item:18776|Advanced Angel's Kiss }}
|Upper Headgear
|Upper Headgear
|Reno (@go 36), 20 Pure Energy Crystals
|Reno (@go 36), 20 Pure Energy Crystals
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|-
|-
|{{Item List |id=5358 |item=Peco Ears |simple=yes}}
|{{#item:5358|Peco Ears }}
|Mid Headgear
|Mid Headgear
|[[Gold Coins]]
|[[Gold Coins]]
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|{{#item:15068|Advanced Angelic Protection }}
|Armor
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|Reno (@go 36), 20 Pure Energy Crystals
Line 1,772: Line 1,976:
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.
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 List |id=15116 |item=Armor of Airship |simple=yes}}
|{{#item:15116|Armor of Airship }}
|Armor
|Armor
|[[Airship Assault]]
|[[Airship Assault]]
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
|-
|-
|{{Item List |id=28705 |item=Crimson Dagger |slots=2 |simple=yes}}
|{{#item:28705|Crimson Dagger |slots=2 }}
|Dagger
|Dagger
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
|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).
|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 List |id=16040 |item=Crimson Mace |slots=2 |simple=yes}}
|{{#item:16040|Crimson Mace |slots=2 }}
|Mace
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|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).
|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 List |id=2183 |item=Advanced Angelic Guard |slots=1 |simple=yes}}
|{{#item:2183|Advanced Angelic Guard }}
|Shield
|Shield
|Reno (@go 36), 20 Pure Energy Crystals
|Reno (@go 36), 20 Pure Energy Crystals
|Part of the Advanced Angel's Set.
|Part of the Advanced Angel's Set.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:2113|Novice Shield }}
|Shield
|Shield
|Lighthalzen Armory
|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.
|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 List |id=20710 |item=Advanced Angelic Cardigan |slots=1 |simple=yes}}
|{{#item:20710|Advanced Angelic Cardigan }}
|Garment
|Garment
|Reno (@go 36), 20 Pure Energy Crystals
|Reno (@go 36), 20 Pure Energy Crystals
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|-
|-
|{{Item List |id=20743 |item=Cloak of Airship |slots=1 |simple=yes}}
|{{#item:20743|Cloak of Airship }}
|Garment
|Garment
|[[Airship Assault]]
|[[Airship Assault]]
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|-
|-
|{{Item List |id=22015 |item=Advanced Angelic Reincarnation |slots=1 |simple=yes}}
|{{#item:22015|Advanced Angelic Reincarnation }}
|Footgear
|Footgear
|Reno (@go 36), 20 Pure Energy Crystals
|Reno (@go 36), 20 Pure Energy Crystals
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|-
|-
|{{Item List |id=22046 |item=Boots of Airship |simple=yes}}
|{{#item:22046|Boots of Airship }}
|Footgear
|Footgear
|[[Airship Assault]]
|[[Airship Assault]]
|Use this to complete the Airship set. Gives an ASPD boost.
|Use this to complete the Airship set. Gives an ASPD boost.
|-
|-
|{{Item List |id=2921 |item=Str Glove |slots=1 |simple=yes}}
|{{#item:2921|Str Glove }}
|Accessory
|Accessory
|Eclage Glove Seller (10 Splendide Coins)
|Eclage Glove Seller (10 Splendide Coins)
|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.
|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: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''175-200'''
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:5897|Ascendant Crown }}
|Upper Headgear
|Upper Headgear
|[[Cash Shop]]
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{Item List |id=18874 |item=Monocle |slots=1 |simple=yes}}
|{{#item:18874|Monocle }}
|Mid Headgear
|Mid Headgear
|Owl Viscount, Owl Marquees
|Owl Viscount, Owl Marquees
|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 List |id=6396 |item=Spiritual Auger |simple=yes}}.
|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 List |id=5361 |item=Gangster Scarf |simple=yes}}
|{{#item:5361|Gangster Scarf }}
|Lower Headgear
|Lower Headgear
|Cash Shop
|Cash Shop
Line 1,840: Line 2,044:
|Gives ATK+5.
|Gives ATK+5.
|-
|-
|{{Item List2|id=15376|item=Illusion Armor A-type|slots=1}}
|{{#item:15376|Illusion Armor A-type}}
|Armor
|Armor
|[[Illusion]]
|[[Illusion]]
|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 List |id=39540|item=Modification Orb (Delay After Skill)}} and two {{Item List |id=39534|item=Modification Orb (Power)}}.
|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)}}.
|-
|-
|{{Item List  |id=510039 |item=Paradise Super Novice Dagger |simple=yes}}
|{{#item:510039|Paradise Super Novice Dagger }}
|Weapon
|Weapon
|[[Eden Group]]
|[[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 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 two glaring downsides - no slots and it can't be refined.
|-
|-
|{{Item List |id=16043 |item= Meteor Strike|slots=2 |simple=yes}}
|{{#item:16043| Meteor Strike|slots=2 }}
|Mace
|Mace
|[[Meteor Strike Quest]]
|[[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.
|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 List |id=16040 |item=Crimson Mace |slots=2 |simple=yes}}
|{{#item:16040|Crimson Mace |slots=2 }}
|Mace
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|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!
|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 List2 |id=500007 |item=Hypocrisy Machine |slots=3 |simple=yes}}
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|One-Handed Sword
|One-Handed Sword
|Broken Security Beta, Verporte
|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.
|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 List  |id=510071 |item=Patent Blessed Knife |slots=2 |simple=yes}}
|{{#item:510071|Patent Blessed Knife |slots=2 }}
|Dagger
|Dagger
|[[Ancient Hero]]
|[[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 List |id=2284 |skill=Fatal Menace|simple=yes}}</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.
|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 List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#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.
|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 List |id=460017 |item=Illusion Guard |slots=1 |simple=yes}}
|{{#item:460017|Illusion Guard }}
|Shield
|Shield
|[[Illusion of Twins]]
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{Item List |id=28942 |item=Cursed Knight's Shield |slots=1 |simple=yes}}
|{{#item:28942|Cursed Knight's Shield }}
|Shield
|Shield
|Cash Shop
|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.
|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 List |id=20718 |item=Giant Faceworm Skin |slots=1 |simple=yes}}
|{{#item:20718|Giant Faceworm Skin }}
|Garment
|Garment
|[[Faceworm's Nest]]
|[[Faceworm's Nest]]
|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.
|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.
|-
|-
|{{Item List2|id=20933|item=Illusion Engine Wing A-type|slots=1}}
|{{#item:20933|Illusion Engine Wing A-type}}
|Garment
|Garment
|[[Illusion]]
|[[Illusion]]
|Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Enchant it with 1 {{Item List |id=39537|item=Modification Orb (Fast)}} and 2 {{Item List |id=39539|item=Modification Orb (Critical)}}.
|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)}}.
|-
|-
|{{Item List |id=2576 |item=Heroic Backpack |slots=1 |simple=yes}}
|{{#item:2576|Heroic Backpack }}
|Garment
|Garment
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
|When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
|-
|-
|{{Item List |id=22011 |item=Temporal Boots of Luck |slots=1 |simple=yes}}
|{{#item:22011|Temporal Boots of Luck }}
|Footgear
|Footgear
|[[Old Glast Heim]]
|[[Old Glast Heim]]
Line 1,908: Line 2,112:
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List2|id=22196|item=Illusion Leg A-type |slots=1 |simple=yes}}
|{{#item:22196|Illusion Leg A-type }}
|Accessory
|Accessory
|[[Illusion]]
|[[Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{Item List |id=39531|item=Modification Orb (Vital)}} for more survivability or {{Item List |id=39530|item=Modification Module (Mental)}} for more SP, and {{Item List |id=39550|item=Modification Module (Overpower)}} or {{Item List |id=39551|item=Modification Module (Fatal Flash)}} for increased damage.
|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.
|-
|-
|{{Item List2|id=22238 |item=Great Hero Boots|slots=1}}
|{{#item:22238|Great Hero Boots}}
|Footgear
|Footgear
|
|
|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 List  |id=510071 |item=Patent Blessed Knife |slots=2 |simple=yes}}. Try to refine this to +11, then use the {{Item List |id=100747|item=Hero's Weapon Modification Box (Superior)}} to turn it to a +10 Hero Boots-LT.
|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.
|-
|-
|{{Item List |id=2963 |item=Physical Enhancer Ring |slots=1 |simple=yes}}
|{{#item:2963|Physical Enhancer Ring }}
|Accessory
|Accessory
|[[Geffen Magic Tournament]]
|[[Geffen Magic Tournament]]
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|-
|-
|{{Item List2|id=52228|item=King Schmidt's Strong Insignia |slots=1 |simple=yes}}
|{{#item:52228|King Schmidt's Strong Insignia }}
|Accessory
|Accessory
|[[Fall of Glast Heim]]
|[[Fall of Glast Heim]]
|ATK +10%. ATK +25 and Hit +10 when equipped with King Schmidt's Suit and Manteau. When paired with {{Item List |id=4877|item=Speed of Light)}}, {{Item List |id=29587|item=Flash)}} and {{Item List |id=4864|item=Fatal Lv.2)}} are recommended enchants to further boost CRIT damage.
|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.
|-
|-
|{{Item List2|id=42207|item=Illusion Booster R |slots=1 |simple=yes}}
|{{#item:42207|Illusion Booster R }}
|Accessory
|Accessory
|[[Illusion]]
|[[Illusion]]
|ATK +5%. {{Item List |id=25696|item=Modification Module (Drain Life)}}, {{Item List |id=25681|item=Modification Module (Attack Speed)}} and {{Item List |id=25682|item=Modification Module (Fatal)}} are recommended enchants.
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
|{{Item List2|id=42208|item=Illusion Booster L |slots=1 |simple=yes}}
|{{#item:42208|Illusion Booster L }}
|Accessory
|Accessory
|[[Illusion]]
|[[Illusion]]
|ATK +5%. {{Item List |id=39544|item=Modification Orb (Drain Soul)}}, {{Item List |id=25681|item=Modification Module (Attack Speed)}} and {{Item List |id=25682|item=Modification Module (Fatal)}} are recommended enchants.
|ATK +5%. {{#item:39544|Modification Orb (Drain Soul)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
|{{Item List2 |id=24318 |item=Super Novice Shadow Shield |simple=yes}}
|{{#item:24318|Super Novice Shadow Shield }}
|Shadow Gear
|Shadow Gear
|[[High Rank Shadow Gear]]
|[[High Rank Shadow Gear]]
|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.
|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.
|-
|-
|{{Item List2 |id=24282 |item=Super Novice Shadow Gauntlet |simple=yes}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Shadow Gear
|Shadow Gear
|[[High Rank Shadow Gear]]
|[[High Rank Shadow Gear]]
|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.
|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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:5897|Ascendant Crown }}
|Upper Headgear
|Upper Headgear
|[[Cash Shop]]
|[[Cash Shop]]
|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.
|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.
|-
|-
|{{Item List |id=34281|item=Clark Sidecap EVT|slots=1}}
|{{#item:34281|Clark Sidecap EVT}}
|Headgear
|Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|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 List |id=35160|item=ET insta-polish}} for 3 {{Item List |id=32417|item=Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|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.
|-
|-
|{{Item List |id=34278|item=Chung Cap EVT|slots=1}}
|{{#item:34278|Chung Cap EVT}}
{{Item List |id=34280|item=Stripe Cap EVT|slots=1}}<br>
{{#item:34280|Stripe Cap EVT}}<br>
{{Item List |id=34284|item=Red Coronet EVT|slots=1}}
{{#item:34284|Red Coronet EVT}}
|Headgear
|Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|[[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 List |id=35160|item=ET insta-polish}} for 3 {{Item List |id=32417|item=Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|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 List |id=410080|item=Deep Blue Sunglasses |slots=1}}
|{{#item:410080|Deep Blue Sunglasses }}
|Middle Headgear
|Middle Headgear
|
|
|Requires a non-slotted {{Item List |id=410079|item=Deep Blue Sunglasses}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants.
|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.
|-
|-
|{{Item List |id=400002|item=Victory Wing Ears |slots=1}}
|{{#item:400002|Victory Wing Ears }}
|Middle Headgear
|Middle Headgear
|
|
|Requires a non-slotted {{Item List |id=400001|item=Victory Wing Ears}} and {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} 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.
|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.
|-
|-
|{{Item List |id=18754|item=Blood Sucker}}
|{{#item:18754|Blood Sucker}}
|Lower Headgear
|Lower Headgear
|{{Item List |id=28620|item=Lower Hat Box}}
|{{#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.
|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 List2|id=450127|item=Automatic Armor A-type|slots=1}}
|{{#item:450127|Automatic Armor A-type}}
|Armor
|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 List |id=1000134|item=Automatic Module (Delay after skill)}}, {{Item List |id=1000122|item=Automatic Module (Power)}}, {{Item List |id=1000129|item=Automatic Module (Attacker Force)}}, {{Item List |id=1000131|item=Automatic Module (Critical Force)}}.
|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)}}.
|-
|-
|{{Item List  |id=510054 |item=Fortified Edge |slots=2 |simple=yes}}
|{{#item:510054|Fortified Edge |slots=2 }}
|Dagger
|Dagger
|Broken Security Beta, Verporte
|Broken Security Beta, Verporte
|A level 5 weapon that boosts {{Skill List |id=5451 |skill=Double Bowling Bash|simple=yes}} damage. Refine this to +8.
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8.
|-
|-
|{{Item List  |id=510039 |item=Paradise Super Novice Dagger |simple=yes}}
|{{#item:510039|Paradise Super Novice Dagger }}
|Dagger
|Dagger
|[[Eden Group]]
|[[Eden Group]]
|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.
|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 List2 |id=500007 |item=Hypocrisy Machine |slots=3 |simple=yes}}
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|One-Handed Sword
|One-Handed Sword
|Broken Security Beta, Verporte
|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.
|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 List  |id=510072 |item=Blessed Knife-LT |slots=2 |simple=yes}}
|{{#item:510072|Blessed Knife-LT |slots=2 }}
|Dagger
|Dagger
|[[Ancient Hero]]
|[[Ancient Hero]]
|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 List2|id=470094 |item=Hero Boots-LT|slots=1}}
|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}}
'''This part needs testing: +11 Blessed Knife-LT vs +12 Hypocrisy Machine, so this is purely theory and speculation:''' Unless you have a {{Item List  |id=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}} with the "Remove Size Penalty" enchant or {{Item List2 |id=24150 |item=Infinity Shadow Ring |simple=yes}} and {{Item List2 |id=24151 |item=Infinity Shadow Bracer |simple=yes}} 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.
'''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 List  |id=500046 |item=Poenitentia Orbis |slots=2 |simple=yes}}
|{{#item:500046|Poenitentia Orbis |slots=2 }}
|One-Handed Sword
|One-Handed Sword
|[[Tomb of Remorse]]
|[[Tomb of Remorse]]
|A sword that boosts {{Skill List |id=5453 |skill=Shield Chain Rush|simple=yes}} and {{Skill List |id=5451 |skill=Double Bowling Bash|simple=yes}} damage, especially at higher refines and grades.
|A sword that boosts {{#skill:5453 |Shield Chain Rush}} and {{#skill:5451 |Double Bowling Bash}} damage, especially at higher refines and grades.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:2113|Novice Shield }}
|Shield
|Shield
|Lighthalzen Armory
|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.
|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 List |id=460017 |item=Illusion Guard |slots=1 |simple=yes}}
|{{#item:460017|Illusion Guard }}
|Shield
|Shield
|[[Illusion of Twins]]
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{Item List  |id=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}}
|{{#item:28946|Purified Knight's Shield }}
|Shield
|Shield
|Cash Shop
|Cash Shop
|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 List  |id=510072 |item=Blessed Knife-LT |slots=2 |simple=yes}} as your main weapon.
|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.
|-
|-
|{{Item List  |id=460018 |item=Illusion Silver Guard |slots=1 |simple=yes}}
|{{#item:460018|Illusion Silver Guard }}
|Shield
|Shield
|Cash Shop
|Cash Shop
|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.
|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.
|-
|-
|{{Item List2|id=480020|item=Automatic Engine Wing A-type|slots=1}}
|{{#item:480020|Automatic Engine Wing A-type}}
|Garment
|Garment
|[[Sage's Legacy]]
|[[Sage's Legacy]]
|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 List |id=1000125|item=Automatic Module (Fast)}}, {{Item List |id=1000127|item=Automatic Module (Critical)}} and {{Item List |id=1000143|item=Automatic Module (Powerful)}}.
|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)}}.
|-
|-
|{{Item List2|id=480124|item=Convertible Physical Wing|slots=1}}
|{{#item:480124|Convertible Physical Wing}}
|Garment
|Garment
|[[Sunken Sands]]
|[[Sunken Sands]]
|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 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.
|-
|-
|{{Item List2|id=480197|item=Convertible Critical Wing|slots=1}}
|{{#item:480197|Convertible Critical Wing}}
|Garment
|Garment
|[[Sunken Sands]]
|[[Sunken Sands]]
|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.
|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.
|-
|-
|{{Item List2|id=470022 |item=Automatic Leg A-type|slots=1}}
|{{#item:470022|Automatic Leg A-type}}
|Shoes
|Shoes
|[[Sage's Legacy]]
|[[Sage's Legacy]]
|Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Choose between {{Item List |id=1000119|item=Automatic Module (Vital)}}, {{Item List |id=1000120|item=Automatic Module (Mental)}}, {{Item List |id=1000135|item=Automatic Module (Fixed Casting)}}, {{Item List |id=1000149|item=Automatic Module (Overpower)}} or {{Item List |id=1000150|item=Automatic Module (Fatal Flash)}} for increased damage.
|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.
|-
|-
|{{Item List2|id=470094 |item=Hero Boots-LT|slots=1}}
|{{#item:470094|Hero Boots-LT}}
|Footgear
|Footgear
|
|
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the {{Item List  |id=510072 |item=Blessed Knife-LT |slots=2 |simple=yes}}. Try to aim for a +11 Grade C at least.
|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 List |id=490024|item=Automatic Booster R|slots=1}}
|{{#item:490024|Automatic Booster R}}
|Accessory
|Accessory
|[[Sage's Legacy]]
|[[Sage's Legacy]]
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between {{Item List |id=1000137|item=Automatic Module (Drain Life)}}, {{Item List |id=1000116|item=Automatic Module(Attack Speed)}} and {{Item List |id=1000117|item=Automatic Module (Fatal)}} and {{Item List |id=1000144|item=Automatic Module (All Force)}}.
|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)}}.
|-
|-
|{{Item List |id=490025|item=Automatic Booster L |slots=1}}
|{{#item:490025|Automatic Booster L }}
|Accessory
|Accessory
|[[Sage's Legacy]]
|[[Sage's Legacy]]
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. {{Item List |id=1000138|item=Automatic Module (Drain Soul)}}, {{Item List |id=1000116|item=Automatic Module(Attack Speed)}} and {{Item List |id=1000117|item=Automatic Module (Fatal)}} and {{Item List |id=1000144|item=Automatic Module (All Force)}}.
|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)}}.
|-
|-
|{{Item List |id=24619|item=Super Power Shadow Glove}}
|{{#item:24619|Super Power Shadow Glove}}
|Shadow Gear
|Shadow Gear
|[[Ancient Laboratory]]
|[[Ancient Laboratory]]
Line 2,075: Line 2,279:
'''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.'''
'''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 List2 |id=24318 |item=Super Novice Shadow Shield |simple=yes}}
|{{#item:24318|Super Novice Shadow Shield }}
|Shadow Gear
|Shadow Gear
|[[High Rank Shadow Gear]]
|go 15
|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.
|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.
|-
|-
|{{Item List2 |id=24150 |item=Infinity Shadow Ring |simple=yes}}
|{{#item:24150|Infinity Shadow Ring }}
{{Item List2 |id=24151 |item=Infinity Shadow Bracer |simple=yes}}
{{#item:24151|Infinity Shadow Bracer }}
|Shadow Gear
|Shadow Gear
|[[Zaedronath]]
|go 15
|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.
|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.
|-
|-
Line 2,091: Line 2,295:
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White; width: 100% " |Sample equipment builds (Coming soon!)
! style="background-color:#880808; color:white; 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: #880808; color:white; text-align: center;" colspan="4" | Life of Quality Equipment
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 20% " | Item
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! style=" width: 65%" | Notes
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#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 List  |id=34805 |item=Eden Equipment Chest [Physical] |slots=0 |simple=yes}}
|{{#item:19154}}
|Chest
|Lower Headgear
|[[Eden Academy]], Base Level 10
|{{#item:23135}}
|'''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.
|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!
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#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 List  |id=35108 |item=Adv. Eden Chest [Physical] |slots=0 |simple=yes}}
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Chest
|Garment <s>of {{#skill:1013}}</s>
|[[Eden Academy]], Base Level 100
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|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 List |id=25223|item=Paradise Coins}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
|'''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 List |id=450121|item=Noblesse Super Novice Suit}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
 
|Garment
{{Item List |id=470016|item=Noblesse Attack Boots}}
|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.
{{Item List |id=480012|item=Noblesse Attack Manteau}}
 
{{Item List |id=490014|item=Noblesse Attack Ring}}
|Equipment Set
|1 {{Item List |id=25223|item=Paradise Coin}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|Good until level 125. '''It is highly recommended to complete the Eden Academy quest chain to get this over the other armors.''' While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the {{Item List |id=100128|item=Noblesse Upgrade Ticket}}, for the low, low price of just a single {{Item List |id=25223|item=Paradise Coin}}!
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|Upper Headgear
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|Upper Headgear
|[[Cash Shop]]
|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.
|-
|-
|}
|}
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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:#CC0000; color:White;  width: 100% " |'''Cards and Costume Stones'''
! style="background-color:#880808; color:White;  width: 100% " |'''Cards and Costume Stones'''
|-
|-
|
|
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! style=" width: 80% " | Notes
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=4468 |item=Dark Pinguicula |simple=yes}}
|{{#item:4468}}
{{Item List |id=4458 |item=Duneyrr |simple=yes}}
{{#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-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.
|-
|-
|{{Item List2|id=30150|item=Deep Sea King Dramoh}}
| {{#item:30150}}
|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.
|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.
|-
|-
|{{Item List2|id=40015|item=Purple Ferus}}
|{{#item:40015}}
|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.
|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.
|-
|-
|{{Item List2|id=27328 |item=Corrupt Life |simple=yes}}
|{{#item:27328}}
|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.
|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.
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When equipped with Magalodon Card, Def + 100.
When equipped with Magalodon Card, Def + 100.
|-
|-
|{{Card |id=27288 Hardworking Pitman}}
|{{#item:27288}}
|Armor
|Armor
|Early-mid game card. Increases Hit and ATK.
|Early-mid game card. Increases Hit and ATK.
|-
|-
|{{Card |id=4393 Mistress of Shelter}}
|{{#item:4393}}
|Armor
|Armor
|Every 18 Base STR = +1 INT. When paired with {{Card |id=300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
|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.
|-
|-
|{{Card |id=4392 Dame of Sentinel}}
|{{#item:4392}}
|Armor
|Armor
|Every 18 Base VIT = +1 DEX. When paired with {{Card |id=300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
|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.
|-
|-
|{{Card |id=300310 Helmut Lugenburg}}
|{{#item:300310}}
|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 {{Card |id=300422 Is the Catherine Gaebolg card implemented?}} for melee builds or {{Card |id=300426 Crux Findel}} 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 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.
|-
|-
|{{Item List |id=4082 |item=Desert Wolf |simple=yes}}
|{{#item:4082}}
|Weapon
|Weapon
|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.
|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.
|-
|-
|{{Item List |id=4117 |item=Sidewinder |simple=yes}}
|{{#item:4117}}
|Weapon
|Weapon
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|-
|-
|{{Item List |id=4115 |item=Hunter Fly |simple=yes}}
|{{#item:4115}}
|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.
|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.
|-
|-
|{{Card |id=31024 Immortal Cursed Knight}}
|{{#item:31024}}
|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 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.
|-
|-
|{{Item List |id=27339 |item=Chaotic Ghostring |simple=yes}}
|{{#item:27339}}
|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.
|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.
|-
|-
|{{Card |id=300231 Diligent Soldier Andre Card}}
|{{#item:300231}}
|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?'''
|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?'''
|-
|-
|{{Card |id=300420 Gan Ceann}}
|{{#item:300420}}
|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.
|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.
|-
|-
|{{Item List |id=4608 |item=White Knight |simple=yes}}
|{{#item:4608}}
|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.
|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.
|-
|-
|{{Card |id=300263 Rekenber Guard}}
|{{#item:300263}}
|Weapon
|Weapon
|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.
|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.
|-
|-
|{{Item List |id=4609 |item=Khalitzburg Knight |simple=yes}}
|{{#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.
|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.
|-
|-
|{{Item List |id=300240 |item=Frozen Gargoyle |simple=yes}}
|{{#item:300240}}
|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.
|A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
|-
|-
|{{Item List |id=4413 |item=Hodremlin |simple=yes}}
|{{#item:4413}}
|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 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.
|-
|-
|{{Item List |id=4588 |item=Wakwak |simple=yes}}
|{{#item:4588}}
|Garment
|Garment
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|-
|-
|{{Item List2|id=27176 |item=Brown Rat |simple=yes}}
|{{#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.
|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.
|-
|-
|{{Card |id=300271 Happiness Giver}}
|{{#item:300271}}
|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 {{Card |id=4393 Mistress of Shelter}} and every 40 Base STR.
|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.
|-
|-
|{{Card |id=300270 Empathizer}}
|{{#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 {{Card |id=4393 Mistress of Shelter}} and every 40 Base DEX.
|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.
|-
|-
|{{Card |id=300422 Is the Catherine Gaebolg card implemented?}}
|{{#item:300422}}
|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 {{Card |id=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.
|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.
|-
|-
|{{Card |id=300426 Crux Findel}}
|{{#item:300426}}
|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 {{Card |id=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.
|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 List2|id=27249 |item=Arhi |simple=yes}}
|{{#item:27249}}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{Item List2|id=27251 |item=Geffen Gangster |simple=yes}}
|{{#item:27251}}
|Footgear
|Footgear
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{Item List2|id=27252 |item=Geffen Bully |simple=yes}}
|{{#item:27252}}
|Footgear
|Footgear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{Item List2|id=27258 |item=Ifodes |simple=yes}}
|{{#item:27258}}
|Footgear
|Footgear
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{Item List2|id=27256 |item=Blut Hase |simple=yes}}
|{{#item:27256}}
|Footgear
|Footgear
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|-
|-
|{{Item List2|id=30144|item=Deep Sea Merman}}
|{{#item:30144}}
|Footgear
|Footgear
|ATK +4 every 15 Base STR. When combined with {{Item List2|id=30150|item=Deep Sea King Dramoh}}, increases Critical Damage by 15%.
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|-
|-
|{{Item List2|id=27183 |item=Gigantes |simple=yes}}
|{{#item:27183}}
|Accessory
|Accessory
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|-
|-
|{{Item List |id=300108 |item=Sewage Venenum |simple=yes}}
|{{#item:300108}}
|Accessory
|Accessory
|Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{Item List |id=27172 |item=Scimitar Buffalo Bandit |simple=yes}} and {{Item List |id=300097 |item=Aries |simple=yes}} 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.
|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.
|-
|-
|{{Item List2|id=27171 |item=Revolver Buffalo Bandit |simple=yes}}
|{{#item:27171}}
|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.
|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.
|-
|-
|{{Item List2|id=27170 |item=Shotgun Buffalo Bandit |simple=yes}}
|{{#item:27170}}
|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.
|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.
|-
|-
|{{Item List |id=300242 |item=Ghost Cube |simple=yes}}
|{{#item:300242}}
|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.
|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.
|-
|-
|{{Item List |id=25207 |item=HP Absorb Onyx [U] |simple=yes}}
|{{#item:25207}}
{{Item List |id=25208 |item=HP Absorb Onyx [G] |simple=yes}}
{{#item:25208}}
|Upper costume headgear, garment costume
|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.
|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 List |id=25210 |item=SP Absorb Onyx [U] |simple=yes}}
|{{#item:25210}}
{{Item List |id=25209 |item=SP Absorb Onyx [G] |simple=yes}}
{{#item:25209}}
|Upper costume headgear, garment costume
|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.
|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 List |id=1000377 |item=Melee Amber [U] |simple=yes}}
|{{#item:1000377}}
{{Item List |id=1000378 |item=Melee Amber [M] |simple=yes}}<br>
{{#item:1000378}}<br>
{{Item List |id=1000379 |item=Melee Amber [L] |simple=yes}}
{{#item:1000379}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost melee damage.
|These three boost melee damage.
|-
|-
|{{Item List |id=25304 |item=Critical Amber [U] |simple=yes}}
|{{#item:25304}}
{{Item List |id=25060 |item=Critical Amber [M] |simple=yes}}<br>
{{#item:25060}}<br>
{{Item List |id=25305 |item=Critical Amber [L] |simple=yes}}
{{#item:25305}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|-
|{{Item List |id=1000375 |item=Ranged Amber [U] |simple=yes}}
|{{#item:1000375}}
{{Item List |id=25061 |item=Ranged Amber [M] |simple=yes}}<br>
{{#item:25061}}<br>
{{Item List |id=1000376 |item=Ranged Amber [L] |simple=yes}}
{{#item:1000376}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost ranged damage.
|These three boost ranged damage.
|-
|-
|{{Item List  |id=1001328 |item=Not yet implemented [M] |simple=yes}}
|{{#item:1001328}}
|Mid costume headgear
|Mid costume headgear
|This mid headgear costume stone is not yet implemented.
|This mid headgear costume stone is not yet implemented.
|-
|-
|{{Item List  |id=25710 |item=Paladin Onyx [U] |simple=yes}}
|{{#item:25710}}
{{Item List  |id=25492 |item=Stalker Onyx [L] |simple=yes}} <br>
{{#item:25492}} <br>
{{Item List  |id=1001326 |item=Not yet implemented [G] |simple=yes}}
{{#item:1001326}}
|Upper costume headgear, lower costume headgear, garment costume
|Upper costume headgear, lower costume headgear, garment costume
|{{Skill List |id=2005 |skill=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.|simple=yes}}
|{{#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:#CC0000; color:White;  width: 100% " |Pets
! style="background-color:#880808; color:White;  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 List |id=9002 |item=Drops Egg |simple=yes}}: Hit+3, ATK+3
*{{#item:9002 }}: Hit+3, ATK+3
*{{Item List |id=9005 |item=Picky Egg |simple=yes}}: STR+1, ATK+5
*{{#item:9005}}: STR+1, ATK+5
*{{Item List |id=9090 |item=Little Isis egg |simple=yes}}: ATK+4%
*{{#item:9090}}: ATK+4%
*{{Item List |id=9097 |item=Diabolic Egg |simple=yes}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{Item List |id=9098 |item=Earth Deleter Egg |simple=yes}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{Item List |id=9052 |item=Incubus |simple=yes}}: 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 List |id=9055 |item=Succubus |simple=yes}}: 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 List |id=9121 |item=Orc Hero |simple=yes}}: ATK+7%, Crit Damage +3% when loyal
*{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal
*{{Item List |id=9126 |item=Kiel-D-01 |simple=yes}}: ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
*{{#item:9126}}: ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
|-
|-
|}
|}
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|-
|-
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Strategy (WIP)
! style="background-color:#880808; color:White;  width: 100% " |Strategy (WIP)
|-
|-
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
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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 Autospell (Leveling, WIP) ==
== Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) ==
[[File:Autospell SN.jpg|thumb|Melee Autospell Super Novice in the [[Geffen Magic Tournament]] Instance.]]
[[File:Hybrid HN in Alice Hard 2nd attempt.jpg|thumb|A really brave and foolish Hyper Novice attempts Alice Hard. This build is so meme omg ahahahahahahaha!]]
The main inspirations are two awesome Super Novices that pioneered the build: '''Shin Chan''' and '''Yami Reborn'''. The Melee Autospell is an early-game leveling build that is quite cheap to build, focused mainly on dealing Neutral Element magic damage from the Noblesse, Imperial and Grace Magic Sets, which enables autocasting Psychic Wave when autoattacking. It is a jack-of-all-trades kind of build, having a little bit of everything from the three other builds in this guide.
[[File:Hybrid HN in Alice Hard equips.jpg|thumb|Equipment swapping (ALT+D) made this possible. Notice the Physical equipment is significantly weaker compared to the Magical one. Adjusting stats somewhat compensates for this. The stats not shown in the screenshot are: 112 STR, 102 AGI, 100 VIT, 100 INT, 100 DEX, 100 LUK, 110 POW, 0 STA WIS SPL, 110 CON, 72 CRT. Pet used is Succubus for HP leech. There is 0 SPL because the magic equipment is way more than enough to clear the Spades.]]
 
<!--
=== Stats ===
[[File:Hybrid HN in Alice Hard 1st attempt.jpg|thumb]]  
AGI and INT are the most important stats. This enables the autospells to proc often and deal as much damage as possible
[[File:SN Hybrid Placeholder.jpg|thumb|Placeholder screenshot.]] -->
 
'''(Description WIP)''' - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg...
===Stats and Traits===
{| class="wikitable"
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Stat
! style="text-align: center; font-weight: bold; width: 100px" | Stat
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|-
|-
|STR
|STR
|1+
|100+ or 120
|Leftover. Mainly used for increased carrying capacity or if needed, increased Physical damage.
|Depending on which gears are less powerful, adjust STR or INT accordingly.
|-
|-
|AGI
|AGI
|100-120
|80+
|Higher ASPD means higher chances of autocasting various spells.
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
|-
|-
|VIT
|VIT
|70-80
|80+
|Mainly for survivability and preventing bad statuses like Poison.
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|-
|-
|INT
|INT
|110-125
|100+ or 120
|Higher INT means higher magic damage. If using a Napeo Card, raise INT to 125.
|Depending on which gears are less powerful, adjust STR or INT accordingly.
|-
|-
|DEX
|DEX
|60-70
|100+ or 1-9
|Get sufficient amounts of DEX to land hits. Misses will not autocast spells.
|DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10.
|-
|-
|LUK
|LUK
|50-60
|80+
|Higher LUK increases CRIT chances as well as slightly increasing overall damage.
|Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow.
|-
|-
|}
|}


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Trait
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|POW
|0-110
|Adjust POW or SPL accordingly depending on which gears are less powerful.
|-
|-
! style="background-color:#FFFFCC;  width: 100% " |Skills
|STA
|0
|No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or skills like Autoguard.
|-
|-
|
|WIS
{| class="wikitable" width="100%"
|0
! style=" width: 15% " | Skill
|No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Essential'''
|SPL
|0-110
|Adjust POW or SPL accordingly depending on which gears are less powerful.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|CON
|1
|50-110
|Reveals and deals Holy damage to hidden enemies.
|Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|CRT
|1
|50-80
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using {{#skill:5452}}
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|3-10
|Mainly for self-healing purposes. But it can also be used to heal party members and damage Undead race monsters.
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|10
|VERY IMPORTANT skill for this build - max this. Gives a movement speed boost and more ASPD.
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|10
|Gives a lot of DEX and AGI. Max this one.
|-
|-
|}
|}


That's pretty much it. These are the most essential skills of this build. Afterwards, you're free to choose any skills you like. My skill build is below.
===Skills===


{| class="wikitable" width:"100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:White;  width: 100% " | Skills: Super Novice
|-
|
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|{{Skill List |id=48 |skill=Double Attack|simple=yes}}
|{{#Skill:19}}
|8-10
|4
|Adds a chance of attacking twice - 50% chance at level 10. This makes damage output a little more stable, lessening the reliance on the Earthquake proc from the Faceworm Queen's Leg.
|Prerequisite for Fireball.
|-
|-
|{{Skill List |id=50 |skill=Steal|simple=yes}}
|{{#Skill:17}}
|5
|6-10
|Steal items from one target. Prerequisite for Hiding.
|Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game.
|-
|-
|{{Skill List |id=51 |skill=Hiding|simple=yes}}
|{{#Skill:10}}
|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.
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|-
|-
|{{Skill List |id=52 |skill=Envenom|simple=yes}}
|{{#Skill:14}}
|3
|5
|Prerequisite for Detoxify. Poison-element melee poke that has a chance to cause Poison status.
|Prerequisite for Frost Diver.
|-
|-
|{{Skill List |id=53 |skill=Detoxify|simple=yes}}
|{{#Skill:15}}
|1
|1
|Detoxifies poisoned enemies. Since Archbishops don't have a skill that cures Poison, Thief Classes are (usually) too busy doing their thing and some players may forget to bring Green Herbs, you can use this to get rid of the Poison.
|Prerequisite for Storm Gust.
|-
|-
|{{Skill List |id=6 |skill=Provoke|simple=yes}}
|{{#Skill:20}}
|5
|Mainly used as a prerequisite for Endure. You can also use this to lure bad and scary monsters to you, if your insults and middle finger succeed.
|-
|{{Skill List |id=8 |skill=Endure|simple=yes}}
|1
| Prevents your character from flinching due to being hit (up to 7 hits). Level 1 is more than enough to escape a losing battle, as higher levels add only duration and MDEF, not the number of hits you can sustain before flinching.
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|5
|Prerequisite for Blessing and Angelus. Reduces damage from Demon and Undead race enemies.
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|10
|Raises a target's STR, INT and DEX. More INT means stronger autospell damage and more DEX makes you land your hits more, which means more autospell procs.
|-
|{{Skill List |id=27 |skill=Warp Portal|simple=yes}}
|4
|4
|Warps up to 8 players to your save point and 3 other spots of choice. Consumes 1 Blue Gemstone per use. Use /memo to add a spot.
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|-
|{{Skill List |id=25 |skill=Pneuma|simple=yes}}
|{{#Skill:21}}
|1
|1
|A very useful skill that makes ranged physical attacks miss in a 3x3 area. Some powerful MVP attacks, such as Hell's Judgement, can be blocked by this.
|Prerequisite for Lord of Vermillion.
Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall.
|-
|-
|{{Skill List |id=35 |skill=Cure|simple=yes}}
|{{#Skill:11}}
|1
|1
|Cures Blind, Confuse and Silence.
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|-
|{{Skill List |id=10 |skill=Sight|simple=yes}}
|{{#Skill:16}}
|1
|1
|Prerequisite for Sightrasher.
|Prerequisite for Earth Spike.
|-
|-
|{{Skill List |id=20 |skill=Lightning Bolt|simple=yes}}
|{{#Skill:9}}
|1
|5-10
|Prerequisite for Sightrasher.
|Compensates for the Super Novice's very low SP pool.
|-
|-
|{{Skill List |id=16 |skill=Stone Curse|simple=yes}}
|{{#Skill:28}}
|1
|3-10
|Prerequisite for Earth Spike.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#Skill:29}}
|10
|10
|Creates a barrier on the ground that blocks melee physical attacks. You can use this to protect your teammates or to protect yourself if you're starting to get mobbed.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
You may combine this with Quagmire to further reduce the mobs' AGI and DEX, making you harder to hit and making the wall last even longer.
 
Safety Wall also blocks Hell's Judgement at melee range (1-4 cells from the enemy).
Finally, Safety Wall and Pneuma can't be cast within a 3x3 area of each other. That means if there's an annoying monster (e.g. Kiel-D01, Hibram, Magaleta) that's casting Pneuma and preventing your teammates from doing ranged physical damage, just cast this skill right next to those mobs and they won't be able to protect themselves from ranged physical attacks.
 
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#Skill:22}}
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{Skill List |id=210 |skill=Snatcher (Gank)|simple=yes}}
|{{#Skill:34}}
|4
|10
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{Skill List |id=213 |skill=Tunnel Drive|simple=yes}}
|{{#Skill:24}}
|2
|1
|Moving while hiding makes escaping or positioning for a raid easier.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=211 |skill=Steal Coin (Mug)|simple=yes}}
|{{#Skill:26}}
|4
|Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because apparently theft is bad even for bad guys and monsters.
|-
|{{Skill List |id=212 |skill=Back Stab|simple=yes}}
|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 they hate backstabbers.
|-
|{{Skill List |id=213 |skill=Raid (Sightless Mind)|simple=yes}}
|1
|1
|Requires being hidden before use. Mainly for supportive purposes, by boosting your own damage or your party's overall damage. Non-boss enemies receive 30% more physical and magic damage and boss enemies receive 15% physical and magic damage for 10 seconds.
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{Skill List |id=72 |skill=Status Recovery|simple=yes}}
|{{#Skill:12}}
|1
|Optional
|Cures Stun, Frozen, Stone, Stasis and White Imprison.
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking 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!
|-
|{{Skill List |id=81 |skill=Sightrasher|simple=yes}}
|1
|Utility skill that deals Fire element magic damage and pushes enemies away. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
|-
|-
|{{Skill List |id=90 |skill=Earth Spike|simple=yes}}
|{{#Skill:43}}
|3
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|Prerequisite for Vulture's Eye.
|-
|-
|{{Skill List |id=91 |skill=Heaven's Drive|simple=yes}}
|{{#Skill:44}}
|1
|1
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance from you.
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=92 |skill=Quagmire|simple=yes}}
|{{#Skill:45}}
|5
|10
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI.  
|Your main source of DEX and AGI. Max this one for reduced cast times.
|-
|-
|{{Skill List |id=248 |skill=Faith|simple=yes}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this skill if more HP is needed.
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#Skill:81}}
|3-5
|2
|Provides additional ATK and MATK to you and the whole party. Makes everyone kill and heal things a little more effectively.
|Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
|-
|-
|{{Skill List |id=68 |skill=Aspersio|simple=yes}}
|{{#Skill:83}}
|1-5
|10
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|Bombards an area with meteors, dealing Fire Element damage.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#Skill:89}}
|Optional
|1 or 10
|Optional. Doubles the caster and party's SP Recovery rate for a duration. If you have SP consumption issues and SP-healing items are too expensive, then add some points here. When combined with the skill "Increase SP Recovery", SP should be much less of a problem.
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired.
 
'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
|-
|-
|{{Skill List |id=70 |skill=Sanctuary|simple=yes}}
|{{#Skill:84}}
|7
|5-10
|Besides healing party members, this can also be used to heal yourself while tanking in case the main support/s is either disabled, too busy or too far from you.
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.
|-
|-
|{{Skill List |id=75 |skill=Gloria|simple=yes}}
|{{#Skill:85}}
|10
|This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
|-
|{{#Skill:90}}
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|{{#Skill:91}}
|1-5
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|{{#Skill:92}}
|5
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|-
|{{#Skill:66}}
|Optional
|Optional
|Adds 30 LUK, which means more CRIT, ATK and MATK.
|Provides additional Weapon ATK and MATK to you and the whole party.
|-
|{{#Skill:74}}
|5
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:248}}
|Optional
|Optional
|Add points to this skill if more HP, SP and ATK are needed. Optional.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:249}}
|Optional
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|-
|{{#Skill:5076}}
|1
|1
|Restores 1000 HP and 350 SP per second for 20 seconds for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When 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. Very 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:5075}}
|Optional
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#Skill:5077}}
|5
|5
|More HP, SP, MATK and healing power is always better.
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|-
|-
|}
|}
|}
|}
After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |'''Equipment'''
! style="background-color:#66023C; color:White;  width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
|-
|-
|
|There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
{| 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: #FFFFCC; text-align: center;" colspan="4" | '''Budget'''
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|{{Item List |id=5119 |item=Super Novice Hat |slots=1 |simple=yes}}
|{{#Skill:9}}
|Upper Headgear
|10
|Lighthalzen Armory (unslotted)
|Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
Holden (slotted)
|All stats +1. Buy this or kill gun-wielding moles if you're on a tight budget.
|-
|-
|{{Item List |id=5358 |item=Peco Ears |slots=0 |simple=yes}}
|{{#Skill:28}}
|Mid Headgear
|10
|[[Gold Coins]]
|Mainly for self-healing. Also helpful in healing teammates.
|Adds a little bit of AGI and MDEF for slightly increased survivability and ASPD.
|-
|-
|{{Item List |id=2340 |item=Novice Breastplate |slots=1 |simple=yes}}
|{{#Skill:29}}
|Armor
|10
|Yuno - King's Shop
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|The next level of protection after wearing rags that came from the dump ({{Item List |id=2352 |item=Tattered Novice Ninja Suit |slots=0 |simple=yes}}). Buy this if you're on a tight budget.
|-
|-
|{{Item List |id=2355 |item=Angelic Protection |slots=1 |simple=yes}}
|{{#Skill:22}}
|Armor
|5
|Eclipse
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Has a slot and gives a good boost to MDEF (+20). No bonus HP and SP though.
|-
|-
|{{Item List |id=15116 |item=Armor of Airship |slots=0 |simple=yes}}
|{{#Skill:34}}
|Armor
|10
|[[Airship Assault]]
|Grants STR, INT and DEX bonuses. Very useful buff.
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
|-
|-
|{{Item List |id=15141 |item=Ancient Armor of Rift |slots=1 |simple=yes}}
|{{#Skill:24}}
|Armor
|1
|[[Infinite Space]]
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|HP +500, SP -100. If refine rate is 7, HP +400. If refine rate is 9, HP +600. It reduces Max SP and it doesn't give MDEF but it has a slot and gives 500HP in exchange.
|-
|-
|{{Item List |id=13090 |item=Faceworm Queen Leg |slots=2 |simple=yes}}
|{{#Skill:26}}
|Dagger
|1
|Faceworm Queen
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|This is one of the best weapons for this build. It gives decent attack and a good amount of MATK. When physically attacking, there's a chance to transform into the Faceworm Queen. When that happens, physical attacks will have a very high chance of casting Level 1 Earthquake. Unlike the article in iROwiki, Earthquake deals Neutral element damage '''BASED ON MATK''', not ATK. Level 1 Earthquake deals three hits of 300% '''MATK''' in an 11x11 area around you. The Earthquake proc will be your main source of damage.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#Skill:12}}
|Shield
|Optional
|Lighthalzen Armory
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking 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!
|The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral. For this build, '''don't equip a shield unless it's necessary'''. Super Novices suffer a BIG attack speed penalty (-10 ASPD) when equipping shields and it will make your offense a lot weaker.
|-
|-
|{{Item List |id=2512 |item=Novice Manteau |slots=1 |simple=yes}}
|{{#Skill:43}}
|Garment
|10
|Lighthalzen Armory
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|Gives 10% Neutral resistance. Use this if you're on a tight budget.
|-
|-
|{{Item List |id=20743 |item=Cloak of Airship |slots=1 |simple=yes}}
|{{#Skill:44}}
|Garment
|1
|[[Airship Assault]]
|Prerequisite for Attention Concentrate.
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist. A good overall garment.
|-
|-
|{{Item List |id=2416 |item=Novice Shoes |slots=1 |simple=yes}}
|{{#Skill:45}}
|Footgear
|10
|Lighthalzen Armory
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Increases MHP by 5%. Use this if you're on a tight budget.
|-
|-
|{{Item List |id=22046 |item=Boots of Airship |slots=0 |simple=yes}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|Footgear
|[[Airship Assault]]
|Use this to complete the Airship set. Gives an ASPD boost.
|-
|-
|{{Item List |id=2898 |item=Black Rosary |slots=1 |simple=yes}}
|{{#Skill:66}}
|Accessory
|Optional
|Nightmare Wraith Dead
|Provides additional ATK and MATK to you and the whole party.
|Also known as Dark Rosary. Try equipping two of these. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. This is the more defensive accessory.
|-
|-
|{{Item List |id=2924 |item=Int Glove |slots=1 |simple=yes}}
|{{#Skill:74}}
|Accessory
|Optional
|Eclage Glove Seller (10 Splendide Coins)
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|If your base INT is 110, it adds MATK for every 10 base INT and +1% MATK if base INT is 110. Equip two of these to increase the damage from your autospells, especially Earthquake from the Faceworm Queen's Leg. This is the more offensive accessory.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Recommended'''
|{{#Skill:248}}
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#Skill:249}}
|Upper Headgear
|Optional
|[[Cash Shop]]
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|A must have. Get this once you have enough cash points. Provides '''<u>LOTS</u>''' of bonuses. If you're willing, try upgrading this to +9.
All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%.
When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.
|-
|-
|{{Item List |id=18874 |item=Monocle |slots=1 |simple=yes}}
|{{#Skill:5076}}
|Mid Headgear
|1
|Owl Viscount, Owl Marquees
|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.
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the [[Cash Shop]], but only a few can be slotted via the {{Item List |id=6396 |item=Spiritual Auger |simple=yes}}.
|-
|-
|{{Item List |id=5463 |item=Rainbow Scarf |slots=0 |simple=yes}}
|{{#Skill:5075}}
|Lower Headgear
|5
|[[Cash Shop]]
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|Gives additional MATK for better Earthquake and autospell damage.
|-
|-
|{{Item List |id=18666 |item=CD in Mouth |slots=0 |simple=yes}}
|{{#Skill:5077}}
|Lower Headgear
|5
|[[Cash Shop]]
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|Can be used only when soul-linked. When attacking, there's a 6% chance of casting level 1-5 Fire Bolt, Cold Bolt, Lightning Bolt and Soul Strike on the enemy for 5 seconds. This will increase your damage output by a good amount, provided you have a Soul Linker or alt Soul Linker to cast Super Novice Soul Link from time to time. Be aware of the After-Cast Delay after the autocast.
|-
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|{{#Skill:108}}
|Armor
|1
|Reno (@go 36), 20 Pure Energy Crystals
|Requires level 1 {{#skill:105 |Hilt Binding}} and level 1 {{#skill:107 |Weapon Research}}
|Has a slot and gives a large boost to MDEF (+30). No bonus to HP, SP or MATK though.
Repairs weapons AND ARMORS. Bring a few Steel and Rough Oridecon just in case so you don't have to go back to your save point or ask a Meister for repairs. Quality of life! Sad that it doesn't repair equipment broken by refining though.
|-
|-
|{{Item List |id=15146 |item=Flattery Robe |slots=1 |simple=yes}}
|}
|Armor
|600 [[Honor Token]]s. Obtained by completing [[Banquet for Heroes Daily Quests]]
|MATK +50. Increases MATK by 50 at level 120 and another 50 at level 140, for a total of MATK +150. Enables the use of Level 1 Endure. It will boost damage of the Earthquake autocast from the Faceworm Queen Leg.
|-
|{{Item List |id=450122|item=Noblesse Super Novice Robe}}


{{Item List |id=470017|item=Noblesse Magic Boots}}
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.


{{Item List |id=480014|item=Noblesse Magic Manteau}}
{| class="wikitable" width="100%"
 
! style=" width: 15% " | Skill
{{Item List |id=490015|item=Noblesse Magic Ring}}
! style=" width: 5% " | Level
|Armor
! style=" width: 90% " | Notes
|1 {{Item List |id=25223|item=Paradise Coin}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|Good until level 125. It is highly recommended to complete the Eden Academy questline to get this over the other armors. It is designed for an autospell build as completing the set enables autocasting Level 1 Psychic Wave while doing normal attacks. While it gives less MATK compared to the Flattery Robe, 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 easily refined to +9 thanks to the {{Item List |id=100128|item=Noblesse Upgrade Ticket}}, for the low, low price of just a single {{Item List |id=25223|item=Paradise Coin}}!
|-
|-
|{{Item List |id=450124|item=Imperial Super Novice Robe}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice'''
 
{{Item List |id=470019|item=Imperial Magic Boots}}
 
{{Item List |id=480017|item=Imperial Magic Manteau}}
 
{{Item List |id=490018|item=Imperial Magic Ring}}
|Armor
|3 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the {{Item List |id=100129|item=Imperial Refine Ticket}}, for the low cost of just 3 {{Item List |id=25223|item=Paradise Coins}}!
|-
|-
|{{Item List |id=450126|item=Grace Super Novice Robe}}
|{{#Skill:248}}
 
|7 or 9
{{Item List |id=470021|item=Grace Magic Boots}}
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
 
{{Item List |id=480019|item=Grace Magic Manteau}}
 
{{Item List |id=490020|item=Grace Magic Ring}}
|Armor
|4 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
|Good until level 200. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the {{Item List |id=100130|item=Grace Upgrade Ticket}}, for the low cost of just 4 {{Item List |id=25223|item=Paradise Coins}}!
|-
|-
|{{Item List2|id=15377 |item=Illusion Armor B-Type |slots=1 |simple=yes}}
|{{#Skill:5455}}
|Armor
|5 or 8
|[[Illusion]]
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.
|Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{Item List |id=39540|item=Modification Orb<br>(Delay After Skill)}} and two {{Item List |id=39535|item=Modification Orb (Magic)}} are recommended.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
|-
|-
|{{Item List2|id=450128|item=Automatic Armor B-type|slots=1}}
|{{#Skill:5456}}
|Armor
|9
|[[Sage's Legacy]]
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{Item List |id=1000128|item=Automatic Module (Magical Force)}}, {{Item List |id=1000134|item=Automatic Module (Delay after skill)}}, {{Item List |id=1000123|item=Automatic Module (Magic)}} and {{Item List |id=1000168|item=Automatic Module (Shadow Spell)}}.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Very short Aftercast Delay
|-
|-
|{{Item List |id=13090 |item=Faceworm Queen Leg |slots=2 |simple=yes}}
|{{#Skill:5457}}
|Dagger
|10
|[[Faceworm's Nest]]
|A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.
|FQL for short. One of the best weapons for this build, it gives decent attack and a good amount of MATK. When physically attacking, there's a chance to transform into the Faceworm Queen. When that happens, physical attacks will have a very high chance of casting Level 1 Earthquake. Unlike the article in iROwiki, Earthquake deals Neutral Element magic damage. Level 1 Earthquake deals three hits of 300% '''MATK''' in an 11x11 area around you. The Earthquake proc will be your main source of damage alongside the Level 1 Psychic Wave autocast from the Eden Sets above.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#Skill:5458}}
|Shield
|5 or 10
|Lighthalzen Armory
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.
|Due to the HUGE -10 ASPD penalty when equipping shields, it isn't recommended to use any shield unless there is enough ASPD to compensate. But when it's needed, this cheap shield is one of the better ones out there, providing 20% resistance to all elements except Neutral.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Short-ish Aftercast Delay
|-
|-
|{{Item List |id=28942 |item=Cursed Knight's Shield |slots=1 |simple=yes}}
|{{#Skill:5459}}
|Shield
|7
|Cash Shop
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down.
|A fantastic shield that provides many bonuses, especially at higher refines. Increases Attack Speed by 10%. ATK and MATK +3%. Reduces damage from all properties, including Neutral, by 7%. When receiving damage, add a low chance to recover 25 SP for 5 seconds. When dealing physical or magic damage, add a low chance to recover 150 HP for 5 seconds. At +7, ATK and MATK +10. At +9, ASPD +1. At +12, reduces After Cast Delay by 3%.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
|-
|-
|{{Item List |id=20718 |item=Giant Faceworm Skin |slots=1 |simple=yes}}
|{{#Skill:5460}}
|Garment
|5
|[[Faceworm's Nest]]
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
|Recommended to obtain at least a +10 with a mix of AGI and INT enchants. Gives lots of DEF and various stats.
Fixed Cast Time: 1 seconds<br>
|-
Skill cooldown: 0.3 seconds<br>
|{{Item List2|id=20933|item=Illusion Engine Wing A-type |slots=1 |simple=yes}}
Short Aftercast Delay
|Garment
|[[Illusion]]
|Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Get this if you're still having trouble raising your ASPD to 193. Enchant it with {{Item List |id=39542|item=Modification Orb<br>(Above All)}} and 2 {{Item List |id=39537|item=Modification Orb (Fast)}}
|-
|-
|{{Item List2|id=20934|item=Illusion Engine Wing B-type |slots=1 |simple=yes}}
|{{#Skill:5462}}
|Garment
|Optional
|[[Illusion]]
|The Mage Tree's AP skill significantly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.
|Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. If you can reach ASPD to 193 without much problems, get this over the A-type. Enchant it with {{Item List |id=39542|item=Modification Orb<br>(Above All)}} and 2 {{Item List |id=39537|item=Modification Orb (Fast)}}.
|-
|-
|{{Item List2|id=480020|item=Automatic Engine Wing A-type|slots=1}}
|}
|Garment
|}
|[[Sage's Legacy]]
 
|Improved version of the Illusion Engine Wing. Get this if you're still having trouble raising your ASPD to 193. Increases HP by 1500 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Choose between {{Item List |id=1000125|item=Automatic Module (Fast)}}, {{Item List |id=1000127|item=Automatic Module (Critical)}} and {{Item List |id=1000143|item=Automatic Module (Powerful)}}.
===Equipment===
 
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#66023C; color:White;  width: 100% " |Fire Ball
|-
|-
|{{Item List2|id=480021|item=Automatic Engine Wing B-type|slots=1}}
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|Armor
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|[[Sage's Legacy]]
|Improved version of the Illusion Engine Wing. Max HP +1500. Adds 100 HP every 2 refine rate. Choose between {{Item List |id=1000136|item=Automatic Module (Above All)}}, {{Item List |id=1000125|item=Automatic Module (Fast)}} and {{Item List |id=1000126|item=Automatic Module (Caster)}}.
|-
|-
|{{Item List2|id=22197|item=Illusion Leg B-type |slots=1 |simple=yes}}
! style="background-color:#66023C; color:White;  width: 100% " |Equipment
|Accessory
|[[Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{Item List |id=39531|item=Modification Orb (Vital)}} for more survivability or {{Item List |id=39530|item=Modification Module (Mental)}} for more SP, and {{Item List |id=39548|item=Modification Module<br>(Spell Buster)}} or {{Item List |id=39552|item=Modification Module<br>(Lucky Strike)}} for more magic damage.
|-
|-
|{{Item List2|id=470023 |item=Automatic Leg B-type|slots=1}}
|
|Accessory
|[[Sage's Legacy]]
|Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Enchant with any of the following: {{Item List |id=1000147|item=Automatic Module (Spell Buster)}}, {{Item List |id=1000119|item=Automatic Module (Vital)}} for more survivability or {{Item List |id=1000120|item=Automatic Module (Mental)}} for more SP, and {{Item List |id=1000135|item=Automatic Module (Fixed Casting)}}.
|-
|-
|{{Item List |id=22010 |item=Temporal AGI Boots |slots=1 |simple=yes}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|Footgear
{| class="wikitable" width="100%"
|[[Old Glast Heim]]
! style=" width: 20% " | Item
[Temporal Boots]]
! style=" width: 10% " | Type
|When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Lucky Day.
! style=" width: 15% " | Way to obtain
 
! style=" width: 65%" | Notes
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=2977 |item=Broken Heart |slots=1 |simple=yes}}
|'''Paradise Set'''
|Accessory
|Chest
|[[Horror Toy Factory]]
|[[Beginners Guide|Eden Academy]], Base Level 100
|MSP+200. Enables the use of Level 3 Scream. It's useful only when combined with the item Kind Heart, as it adds a chance to autocast Kimi's Mind Confusion when attacking physically.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10. get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE''. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|-
|{{Item List |id=2978 |item=Kind Heart |slots=1 |simple=yes}}
|{{#item:5119}}
|Accessory
|Upper Headgear
|[[Horror Toy Factory]]
|Lighthalzen Armory (unslotted)
|MHP+500. Restores 300HP every 10 seconds. This will increase your survivability. Get this one if you want to be a little more durable.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{Item List |id=2980 |item=Evil Gloves |slots=1 |simple=yes}}
|{{#item:18776}}
|Accessory
|Upper Headgear
|[[Horror Toy Factory]]
|Toad
|MHP+500, MSP+200. Enables the use of level 1 Spider Web. While attacking, it has a chance to autocast Kimi's Mind Confusion, a skill that randomly casts Frost Nova, Amplify Magic Power or Level 1 Psychic Wave.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{Item List2|id=42209|item=Illusion Battle Chip R |slots=1 |simple=yes}}
|{{#item:2340}}
|Accessory
|Armor
|[[Illusion]]
|Yuno - King's Shop
|One of the best accessories for this build. Grants MATK +5%. {{Item List |id=39545|item=Modification Orb<br>(Magic Healing)}} and {{Item List |id=25680|item=Modification Module (Spell)}} or {{Item List |id=25681|item=Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|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 List |id=490026|item=Automatic Battle Chip R}}
|{{#item:15012}}
|Accessory
|Armor
|[[Sage's Legacy]]
|Orc Lady
|An improved version of the Illusion Battle Chip. Grants MATK +5% and MHP +5%. Choose between {{Item List |id=1000139|item=Automatic Module (Magic Healing)}}, {{Item List |id=1000115|item=Automatic Module (Spell)}}, {{Item List |id=1000116|item=Automatic Module(Attack Speed)}} and {{Item List |id=1000144|item=Automatic Module (All Force)}}.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{Item List2|id=42210|item=Illusion Battle Chip L |slots=1 |simple=yes}}
|{{#item:2355}}
|Accessory
|Armor
|[[Illusion]]
|Eclipse
|One of the best accessories for this build. Grants MATK +5%. {{Item List |id=39546|item=Modification Orb<br>(Magic Soul)}} and {{Item List |id=25680|item=Modification Module (Spell)}} or {{Item List |id=25681|item=Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|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 List |id=490027|item=Automatic Battle Chip L}}
|{{#item:2113}}
|Accessory
|Shield
|[[Sage's Legacy]]
|Lighthalzen Armory
|An improved version of the Illusion Battle Chip. Grants MATK +5% and MSP +5%. Choose between {{Item List |id=1000140|item=Automatic Module (Magic Soul)}}, {{Item List |id=1000115|item=Automatic Module (Spell)}}, {{Item List |id=1000116|item=Automatic Module(Attack Speed)}} and {{Item List |id=1000144|item=Automatic Module (All Force)}}.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|}
|{{#item:2183}}
|}
|Shield
 
|Mastering
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Part of the Angel's Set.
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |'''Cards'''
|{{#item:2512}}
|Garment
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|
|{{#item:20710}}
{| class="wikitable" width="100%"
|Garment
! style=" width: 20% " | Card
|Vagabond Wolf
! style=" width: 10% " | Slot
|Part of the Angel's Set. Adds 5% HP recovery.
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=4336 |item=Ungoliant |simple=yes}}
|{{#item:2416}}
|Headgear
|Footgear
|Gives additional HP recovery (+10%) and prevents the bleeding status. When paired with the Jewelry Ant Card, it increases Neutral property magic damage by 30%. Just one is enough, as two of these won't stack.
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|-
|-
|{{Item List |id=4597 |item=Lichtern Blue |simple=yes}}
|{{#item:22015}}
 
|Footgear
{{Item List |id=4598 |item=Lichtern Green |simple=yes}}
|Vocal
 
|Part of the Angel's Set. HP +100.
{{Item List |id=4599 |item=Lichtern Red |simple=yes}}
 
{{Item List |id=4600 |item=Lichtern Yellow |simple=yes}}
|Headgear
|These cards all give MATK+10 plus a 5% increase in magic damage depending on the card. Blue = Water, Green = Wind, Red = Fire, Yellow = Earth.
|-
|-
|{{Item List |id=4409 |item=Agav |simple=yes}}
|{{#item:2628}}
|Armor
|Accessory
|MATK+5%, DEF-10. This will further increase your autospell damage. Get this for more damage.
|Izlude Armor Dealer
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{Item List |id=4203 |item=Mutant Dragonoid |simple=yes}}
|{{#item:2607}}
|Weapon
|Accessory
|ATK+15. Add a 5% chance to autocast level 3 Fire Ball when attacking. If Fire Ball is at level 10, it will autocast that instead.
|Dragon Fly
|Gives 10SP.
|-
|-
|{{Item List |id=4323 |item=Hatii Babe |simple=yes}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|Weapon
|Add a 5% chance to autocast level 3 Frost Diver when attacking.
|-
|-
|{{Item List |id=4608 |item=White Knight |simple=yes}}
|'''Advanced Paradise Set'''
|Weapon
|Chest
|Gives +20% more damage to Medium and Large monsters.
|[[Beginners Guide|Eden Academy]], Base Level 100
|Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 {{#item:25223}} per piece.
|-
|-
|{{Item List |id=4413 |item=Hodremlin |simple=yes}}
|{{#item:450122}}
|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. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
{{#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 List |id=4595 |item=Cenere |simple=yes}}
|{{#item:450124|Imperial Super Novice Robe}}
|Garment
 
|Every 10 base AGI increases ASPD by 2%. Use this card if you have high MATK.
{{#item:470019|Imperial Magic Boots}}
 
{{#item:480017|Imperial Magic Manteau}}
 
{{Item List|id=490018|Imperial Magic Ring}}
|Equipment Set
|3 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] quest chain.
|Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129|Refine Ticket}}, for the low cost of just 3 {{#item:25223|Paradise Coins}}!
|-
|-
|{{Item List |id=4596 |item=Choco |simple=yes}}
|{{#item:450126}}
|Garment
 
|Every 10 base INT increases MATK by 5. Use this card if you have high ASPD.
{{#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 List |id=4431 |item=Kasa |simple=yes}}
|{{#item:550044}}
|Garment
|Rod
|If you think you have enough MATK and ASPD and you want to autocast level 5 Fire Bolt and level 5 Fireball and turn everything into Kentucky Fried Chicken, use this card.
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|Go back to where you got the Paradise Set and pay Labraham 10 {{#item:25223}}. Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{Item List |id=27177 |item=Marsh Arclouse |simple=yes}}
|{{#item:5897}}
|Garment
|Upper Headgear
|Every 10 base INT increases MATK by 3 and ASPD by 1%. If base INT is 120 and above, MATK +40. At 120 base INT, MATK +70 and ASPD +12%. This makes you attack faster while also making your autospells more powerful at the same time.
|[[Cash Shop]]
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{Item List |id=27249 |item=Arhi |simple=yes}}
|{{#item:15068}}
|Footgear
|Armor
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|Reno (@go 36), 20 Pure Energy Crystals
|MDEF+30
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. Beware of the After Cast Delay that happens each time the skill is autocast.
|-
|-
|{{Item List |id=27250 |item=Dio Anemos |simple=yes}}
|{{#item:1680}}
|Footgear
|Rod
|MATK+3%. Earth and Neutral element magic damage +5%. This will boost the damage of Earthquake and Psychic Wave (if you have the Gentle Heart/Broken Heart Combo or Evil Gloves), a Neutral element magic skill. Obtained at the [[Geffen Magic Tournament]].
|Bathory, Laurell Weinder
|Gives a good amount of MATK at high refines. Better to use this as material for making other things instead of refining it to +15.
|-
|-
|{{Item List |id=4378 |item=Gold Acidus |simple=yes}}
|{{#item:2113}}
|Footgear
|Shield
|A great card for those that have +4 footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{Item List |id=4107 |item=Verit |simple=yes}}
|{{#item20718}}
|Footgear
|Garment
|If your footgear is overupgraded, use this one. Max HP and Max SP +8%.
|[[Faceworm's Nest]]
|Gives lots of DEF, some MDEF and various stats.  
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
|-
|-
|{{Item List |id=4097 |item=Matyr |simple=yes}}
|{{#item:22008}}
|Footgear
|Footgear
|If your footgear is overupgraded or if you don't have a Gold Acidus, use this one. Gives +10% max HP and +1 AGI.
|[[Old Glast Heim]]
|-
[[Temporal Boots]]
|{{Item List |id=4160 |item=Firelock Soldier |simple=yes}}
|When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.
|Footgear
 
|If your footgear is overupgraded, this is a good card to have. STR +2. Gives +10% max HP and SP if the footgear is +9 or better.
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=4505 |item=Scaraba |simple=yes}}
|{{#item:2924}}
|Accessory
|Accessory
|MATK+20, MSP-1%. This will further increase damage of your autospells. You may choose to get two of these for more damage, or just one or none at all and replace them with autospell cards.
|Eclage Glove Seller (10 Splendide Coins)
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|-
|-
|{{Item List |id=4418 |item=Gazeti |simple=yes}}
|{{#item:2898}}
|Accessory
|Accessory
|Add a 5% chance to autocast level 2 Cold Bolt when attacking.
|Nightmare Wraith Dead
|-
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|{{Item List |id=27262 |item=Dwigh |simple=yes}}
|Accessory
|Increases Neutral and Shadow element magic damage by 20%. This will greatly boost the damage of Earthquake and Psychic Wave... If you're lucky enough to get this card. Obtained at the [[Geffen Magic Tournament]].
|-
|{{Item List |id=40000 |item=Jewelry Ant |simple=yes}}
|Accessory (Left)
|Adds a chance to autocast level 1 Psychic Wave when physically attacking. When paired with an Ungoliant Card, it increases Neutral property magic damage by 30%. Just one of these and one Ungoliant card will work. This synergizes very, very well with FQL and Evil Gloves thanks to the continuous barrage of Neutral element spells.
|-
|-
|{{Item List |id=4913 |item=Essence of Evil INT3 |simple=yes}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
|Any with slot
|Gives STR-4, MATK+12, INT+4. This will further increase your autospell damage. Insert this into any of the following: headgear, armor, weapon.
|-
|-
|}
|{{#item:19428}}
|}


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{{#item:20948}}
 
{{#item:32239}}
 
{{#item:32238}}
|Equipment Set
|[[Illusion of Labyrinth]]
|Early-mid game set. It can be further boosted with an {{#item:550030|slots=2|Illusion Thorn Staff of Darkness}} but it requires {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} to use.
For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying {{#item:100423|Labyrinth Refine Box}}, which will refine them at +7 - 10 at random.
|-
|-
! style="background-color:#FFFFCC;  width: 100% " |Pets
|{{#item:18848|Vibrant Rose }}
|Upper Headgear
|[[Horror Toy Factory]], 300 {{#item:7642|Bloody Coin}}
|Gives a good amount of MATK and can be very easily refined to +9 and above, thanks to {{#item:35551|Vintage Armor Polish}}, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor.
|-
|-
|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:18874}}
 
|Mid Headgear
*{{Item List |id=9019 |item=Dokebi Egg |simple=yes}}: MATK+1%, ATK-1%
|Owl Viscount, Owl Marquees
*{{Item List |id=9044 |item=Shinobi Egg |simple=yes}}: AGI+2
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the [[Cash Shop]], but only a few can be slotted by the {{#item:6396|Spiritual Auger }}.
*{{Item List |id=9045 |item=Whisper Egg |simple=yes}}: Flee+7, enables the use of Level 1 Hiding
*{{Item List |id=9089 |item=Am Mut Egg |simple=yes}}: MATK+4%
*{{Item List |id=9097 |item=Diabolic Egg |simple=yes}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{Item List |id=9098 |item=Earth Deleter Egg |simple=yes}}: AGI+3, ASPD+3% (delay after attack)
|-
|-
|}
|{{#item:15377}}
 
|Armor
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|[[Illusion]]
|This is an upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{#item:39540|Modification Orb (Delay After Skill)}} and two {{#item:39535|Modification Orb (Magic)}} are recommended.
|-
|-
! style="background-color:#FFFFCC;  width: 100% " |Strategy
|{{#item:550044}}
|Rod
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
|-
|-
|The strategy will be based on my version of the Melee Autospell build.
|{{#item:1680}}
The playstyle is fairly simple - just point, click and watch the monsters get quaked, burned, frozen, electrocuted, Psychic Wave'd and more! Like the Meteor Strike Melee above, this build is more suited to solo play, but it can still be good in a party because of its well-rounded mix of offense, survivability and support.
|Rod
 
|[[Illusion]]
<u>When soloing:</u>
|A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
 
Even if your gears aren't the best, this build can still solo dungeons and some instances quite well - just don't lure too many monsters. Use your arsenal of skills in order to help you fight and defend against monsters more effectively. Use Safety Wall in order to protect yourself from attacks, especially if you're starting to get mobbed. If there are too many, cast Endure, then cast Sightrasher and follow up with Quagmire for a quick escape. Heal, rebuff and go back again until the mobs are wiped out. With good enough gears, this build can deal with some mobs and MVPs with Reflect Shield, like Hard Amdarais. By endowing the weapon with the element of said mob or MVP (e.g. Shadow for Hard Amdarais via Cursed Water), the damage dealt is very low, resulting in miniscule or manageable from Reflect Shield. The barrage of autospells does most of the damage.
 
 
<u>When in a party:</u>
 
You'll usually be the secondary DPS and secondary support but on a few occasions, secondary tank. Soften enemies that come from the sides and rear so that the main DPSs can more easily kill the mobs. Help the main support by providing extra heals, buffs and crowd control. The high AGI of this build also grants a bit of tanking ability - you can help the main tank with luring enemies to the party. Just be aware of the Flee penalty. If there are 2 monsters attacking you, each additional monster will reduce your max Flee by 10%. That means if there are 12 monsters attacking you, your actual Flee is '''ZERO'''.
|-
|-
|}
|{{#item:550080}}
 
|Rod
<!--- 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  --->
|[[Ancient Hero]]
 
|A really good rod which gives a boost to MATK, especially at high refines. If it is still too difficult to obtain, the Paradise Super Novice Wand will suffice.
== Flee Tank (Leveling) ==
[[File:Be Brave Little One.jpg|thumb|An old screenshot showing a Flee Tank build Super Novice with (formerly) just 12,000HP, tanking the final boss in [[Temple of the Demon God|demon god]].]]
[[File:Raku Flee Tank.jpg|thumb|That's A LOT of Flee!]]
<!---
[[File:High Flee when Naked.png|300px|right|thumb|Even without a single piece of equipment and shadow gears, Flee is over 500 with just simple buffs.]]--->
 
The Flee Tank is an early-game support-focused build that is quite cheap to build. It is mainly used to lure mobs in Gramps 85-175 and 175-200 to a lesser extent while providing decent support. Upon becomong a Hyper Novice, one must choose between going Physical or Magical, with optional Flee Tank characteristics by raising CON.
 
<!--- [https://www.youtube.com/watch?v=BVPJL5Ph9g0 Old video showing a Flee Tank build SN in action]. In this case, he takes the role of tank in [[Temple of the Demon God]]. --->
 
=== Stats ===
 
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Stat
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|-
|STR
|{{#item:550030}}
|1+
|Rod
|Mainly used for increased carrying capacity.
|[[Illusion of Twins]]
|Early-mid game rod that gives a lot of bonuses, especially when paired with an {{#item:19428}}. For this level range, refine both to at least a +7.
To easily get to +7, refine it to +4, obtain or buy {{#item:100699|Twins Refine Box}} and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|-
|-
|AGI
|{{#item:2113}}
|130
|Shield
|Maximum AGI means maximum Flee to "Flee Tank" more mobs.
|Lighthalzen Armory
|Cursed Knight Shield or Illusion Silver Guard still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral.
|-
|-
|VIT
|{{#item:28942|Cursed Knight's Shield  }}
|70-80
|Shield
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|Cash Shop
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|-
|-
|INT
|{{#item:460018}}
|70-80
|Shield
|Increases Max HP while reducing the chances of getting inflicted by Silence.
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|-
|-
|DEX
|{{#item:20934}}
|1+
|Garment
|Leftover. Add more DEX if faster Safety Wall spamming is needed.
|[[Illusion]]
|Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with {{#item:39542|Modification Orb<br>(Above All)}} and 2 {{#item:39537|Modification Orb (Fast)}} modules.
|-
|-
|LUK
|{{#item:22197}}
|70+
|Footgear
|Increases Perfect Dodge and Flee for even more "Flee tanking".
|[[Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|-
|}
|{{#item:42209}}
 
|Accessory
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|[[Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{#item:39545|Modification Orb<br>(Magic Healing)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|-
! style="background-color:#D0F0C0;  width: 100% " |Skills: Flee Tank
|{{#item:42210}}
|Accessory
|[[Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{#item:39546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|-
|
 
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Super Novice
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|-
|-
|{{Skill List |id=49 |skill=Increase Dodge|simple=yes}}
|{{#item:19428}}
|10
{{#item:20948}}
|VERY IMPORTANT. This will be your main source of Flee. Adds 30 Flee at level 10.
{{#item:32239}}
{{#item:32238}}
|Equipment Set
|[[Illusion of Labyrinth]]
|Completing the highly affordable Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an {{#item:550030|slots=2|Illusion Thorn Staff of Darkness}} (or Illusion TSOD for short) but it requires {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} to use.
For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with {{#item:29100|Spellbound Nive Lv1}} or {{#item:29101|Spellbound Nive Lv2}}
|-
|-
|{{Skill List |id=50 |skill=Steal|simple=yes}}
|{{#item:34279|Antiquity Cap EVT }}
|Optional (5)
{{#item:34282|Ceremonial Crown EVT  }}<br>
|Steal items from one target. Prerequisite for Hiding. Get this only if you're planning to get "Raid", a skill that makes enemies receive 30% more damage (15% if boss protocol or MVP).
{{#item:34283|Celestial Coronet EVT  }}
|Upper Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. 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.
|-
|-
|{{Skill List |id=51 |skill=Hiding|simple=yes}}
|{{#item:18849|Celine Ribbon }}
|Optional (1)
|Upper Headgear
|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.
|[[Horror Toy Factory]], +9 {{#item:18848|Vibrant Rose }} and 1000 {{#item:7642|Bloody Coin}}
|Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point. It is highly recommended to refine it to at least +12 to easily get the Dress' maximum bonus, which requires a total refine rate of +23. This is made relatively easy thanks to {{#item:35551|Vintage Armor Polish}}, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor. Pair it with the full set to experience the full power.
|-
|-
|{{Skill List |id=52 |skill=Envenom|simple=yes}}
|{{#item:410080|Deep Blue Sunglasses }}
|3
|Middle Headgear
|Prerequisite for Detoxify. Poison-element melee poke that has a chance to cause Poison status.
|
|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 MATK enchants.
|-
|-
|{{Skill List |id=53 |skill=Detoxify|simple=yes}}
|{{#item:400002|Victory Wing Ears }}
|1
|Middle Headgear
|Detoxifies poisoned enemies. Since Archbishops don't have a skill that cures Poison, Thief Classes are (usually) too busy doing their thing and some players may forget to bring Green Herbs, you can use this to get rid of the Poison.
|
|Requires a non-slotted {{Item List|id=400001|Victory Wing Ears}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
|-
|-
|{{Skill List |id=6 |skill=Provoke|simple=yes}}
|{{#item:32200|Rosary in Mouth}}
|5
|Lower Headgear
|Mainly used as a prerequisite for Endure. You can also use this to lure bad and scary monsters to you, if your insults and middle finger succeed.
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{Skill List |id=8 |skill=Endure|simple=yes}}
|{{#item:32201|Magical Rosary in Mouth}}
|1-2
|Lower Headgear
|Prevents your character from flinching due to being hit (up to 7 hits). Level 1 is more than enough to escape a losing battle, as higher levels add only duration and MDEF, not the number of hits you can sustain before flinching. You have two choices - Impositio Manus or this. Take Impositio Manus for more buffs. Take this skill to lure, tank and escape better.
|[[Headgear Awakening]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|-
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#item:450128|Automatic Armor B-type}}
|Optional
|Armor
|If more SP recovery is needed, get this skill.
|[[Sage's Legacy]]
|An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{#item:1000128|Automatic Module (Magical Force)}}, {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and {{#item:1000168|Automatic Module (Shadow Spell)}}.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|{{#item:26162|Welding Wand |slots=2}}
|1
|Rod
|Reveals and deals Holy Element magic damage to hidden enemies.
|[[Einbech Dungeon 3]]
|'''Note: {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} and Base Level 96 are required to equip this!"
A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#item:550030|slots=2|Illusion Thorn Staff of Darkness}}
|2
|Rod
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|[[Illusion of Twins]]
|A powerful rod that gives A LOT of bonuses, especially when paired with an {{#item:19428|Illusion Morpheus' Hood}}. It can be enchanted by using {{#item:100004|Dawn Dissonance Stone)}} There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|-
|-
|{{Skill List |id=27 |skill=Warp Portal|simple=yes}}
|{{#item:550057|Fortified Rod|slots=2}}
|4
|Rod
|Warps up to 8 players to your save point and 3 other spots of choice. Consumes 1 Blue Gemstone per use. Use /memo to add a spot.
|[[Amicitia Dungeon]]
|A level 5 weapon that boosts {{Skill Info|class=Soul Linker|id=5456|Jupitel Thunderstorm}} and {{Skill Info|class=Soul Linker|id=5455|Meteor Storm Buster}} damage. Try refining this to +8.
|-
|-
|{{Skill List |id=25 |skill=Pneuma|simple=yes}}
|{{#item:1680|Rutilus Stick-OS |slots=2 }}
|1
|Rod
|A very useful skill that makes ranged physical attacks miss in a 3x3 area. Some powerful MVP attacks, such as Hell's Judgement, can be blocked by this.  
|[[Illusion]]
Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall. When facing a mix of melee and ranged enemies, should you decide to cast Pneuma, make sure to place it in the cell behind you so that ranged physical DPS classes can hit the melee mobs attacking you.
|A strong rod that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|-
|-
|{{Skill List |id=35 |skill=Cure|simple=yes}}
|{{#item:550069}}
|1
|Rod
|Cures Blind, Confuse and Silence.
|[[Issgard]]
|A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful {{#item:550089}} is obtained.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#item:28946|Purified Knight's Shield  }}
|10
|Shield
|Heals you and your allies. When you need to heal yourself while tanking, take note of the Cast Delay if you're spamming Safety Wall.
|Cash Shop
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#item:460018|Illusion Silver Guard }}
|10
|Shield
|VERY IMPORTANT skill for this build - max this. Gives a movement speed boost, more ASPD and more Flee for tanking.
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
|-
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|{{#item:480021|Automatic Engine Wing B-type}}
|5
|Garment
|Prerequisite for Blessing and Angelus. Reduces damage from Demon and Undead race enemies.
|[[Sage's Legacy]]
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136|Automatic Module (Above All)}}, {{#item:1000125|Automatic Module (Fast)}} and {{#item:1000126|Automatic Module (Caster)}}.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#item:470023|Automatic Leg B-type}}
|10
|Footgear
|Raises a target's STR, INT and DEX. More DEX means reduced cast time and more Hit, which also means better Safety Wall spamming when tanking.
|[[Sage's Legacy]]
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147|Automatic Module (Spell Buster)}}, {{#item:1000151|Automatic Module (Lucky Strike)}} and {{#item:1000135|Automatic Module (Fixed Casting)}}.
|-
|-
|{{Skill List |id=10 |skill=Sight|simple=yes}}
|{{#item:22238|Great Hero Boots}}
|1
|Footgear
|Prerequisite for Sightrasher.
|
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:550081|Patent Freedom Stick|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.
|-
|-
|{{Skill List |id=20 |skill=Lightning Bolt|simple=yes}}
|{{#item:490026|Automatic Battle Chip R }}
|1
|Accessory
|Prerequisite for Sightrasher.
|[[Sage's Legacy]]
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|-
|{{Skill List |id=16 |skill=Stone Curse|simple=yes}}
|{{#item:490027|Automatic Battle Chip L }}
|1
|Accessory
|Prerequisite for Earth Spike.
|[[Sage's Legacy]]
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#item:24318|Super Novice Shadow Shield }}
|10
|Shadow Gear
|Gives a lot of DEX and AGI. Max this one.
|[[High Rank Shadow Gear]]
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=43|Owl's Eye}} to reduce Variable Casting Time.
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|10
|Shadow Gear
|A very versatile skill with many uses. Creates a barrier on the ground that blocks melee physical attacks. You can use this to protect your teammates or to enhance your tanking abilities.
|[[High Rank Shadow Gear]]
If Flee and Perfect Dodge aren't enough, this skill will enable you to tank larger groups of monsters and even a few MVPs. With your high Flee, <u>Safety Wall tanking with this build is easier compared to other classes</u> ('''disputable'''), as a missed attack won't count as a hit and won't reduce the wall's durability.
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF.
You may combine this with Quagmire to further reduce the mobs' AGI and DEX, making you even harder to hit and making the wall last even longer.
 
Safety Wall also blocks Hell's Judgement at melee range (1-4 cells from the enemy).
Finally, Safety Wall and Pneuma can't be cast within a 3x3 area of each other. That means if there's an annoying monster (e.g. Kiel-D01, Hibram, Magaleta) that's casting Pneuma and preventing your teammates from doing ranged physical damage, just cast this skill right next to those mobs and they won't be able to protect themselves from ranged physical attacks.
 
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Expanded Super Novice
|-
|-
|{{Skill List |id=210 |skill=Snatcher (Gank)|simple=yes}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 240-260'''
|Optional (4)
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|-
|-
|{{Skill List |id=213 |skill=Tunnel Drive|simple=yes}}
|{{#item:400246|EVT Bacsojin Hat-LT }}
|Optional (2)
|Upper Headgear
|Moving while hiding makes escaping or positioning for a raid easier.
|[[Endeavor Token]] - EVT Refine Hammer
|A powerful headgear that provides large amounts of MATK, especially at higher refines and grades. Try to aim for at least Grade C, but Grade B is highly recommended.
|-
|-
|{{Skill List |id=211 |skill=Steal Coin (Mug)|simple=yes}}
|{{#item:400154|Survival Circlet-LT }}
|Optional (4)
|[[Sunken Sands]]
|Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because apparently theft is bad even for bad guys and monsters.
|Upper Headgear
|Provides copious amounts of bonuses to MATK, magic elemental damage and ACD reduction, especially at higher refines, higher grades and when paired to the Survival Orb-LT. Highly recommended to get it to Grade B. This is one of, if not the best headgears for this build.
|-
|-
|{{Skill List |id=212 |skill=Back Stab|simple=yes}}
|{{#item:400111}}
|Optional (2)
|Upper Headgear
|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 they hate backstabbers.
|Somewhere in jupe_2
|Currently the best-in-slot headgear. Refining and grading this results in a significant increase in damage. Grade this to B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|-
|-
|{{Skill List |id=213 |skill=Raid (Sightless Mind)|simple=yes}}
|{{#item:410080|Deep Blue Sunglasses }}
|Optional (1)
|Middle Headgear
|Requires being hidden before use. Mainly used for supportive purposes by the party's overall damage. Non-boss enemies receive 30% more physical and magic damage and boss enemies receive 15% physical and magic damage for 10 seconds. <br> '''WARNING:''' Mobs can lose aggro while you're hidden and it can attack the party and potentially cause mayhem! Make sure you are properly cornered to lessen the chances of mobs losing aggro.
|
|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 MATK enchants.
|-
|-
|{{Skill List |id=72 |skill=Status Recovery|simple=yes}}
|{{#item:400002|Victory Wing Ears }}
|1
|Middle Headgear
|Cures Stun, Frozen, Stone, Stasis and White Imprison.
|
|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 MATK enchants.
|-
|-
|{{Skill List |id=81 |skill=Sightrasher|simple=yes}}
|{{#item:410017|Battle Processor }}
|1
|Middle Headgear
|Utility skill that deals Fire element magic damage and pushes enemies away from you. Cast Sight first then this skill. Use this to push back enemies away from you or party member/s getting mobbed to death. This is an effective means of escape when combined with Quagmire.
|
|Requires a non-slotted {{#item:410016|Battle Processor}} and {{#item:6396|Spiritual Auger }} to slot. The most offensive-oriented of the three mid headgears. Try to get MATK or elemental magic bonuses.
|-
|-
|{{Skill List |id=90 |skill=Earth Spike|simple=yes}}
|{{#item:32200|Rosary in Mouth}}
|3
|Lower Headgear
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{Skill List |id=91 |skill=Heaven's Drive|simple=yes}}
|{{#item:32201|Magical Rosary in Mouth}}
|1
|Lower Headgear
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance from you.
|[[Headgear Awakening]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|-
|{{Skill List |id=92 |skill=Quagmire|simple=yes}}
|{{#item:18536|Foxtail}}
|5
|Lower Headgear
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI.
|[[Sunken Sands]]
This will make you lure and flee-tank larger groups of monsters more effectively.
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|-
|-
|{{Skill List |id=248 |skill=Faith|simple=yes}}
|{{#item:420066|Survival Orb-LT}}
|10
|Lower Headgear
|It adds up to 2000HP and increases Holy resistance by up to 50%. This must be maxed. More HP and Holy resistance means more survivability.
|[[Sunken Sands]]
|Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#item:450128|Automatic Armor B-type}}
|10
|Armor
|Complements the high Flee very well, making you even harder to hit. Has a 30% chance to block most physical attacks (melee, range and physical skills) at level 10.
|[[Sage's Legacy]]
|Refine this to +11 and choose between {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and most especially {{#item:1000168|Automatic Module (Shadow Spell)}}.
|-
|-
|{{Skill List |id=70 |skill=Sanctuary|simple=yes}}
|{{#item:450178|Gray Wolf Robe}}
|Optional (7)
|Armor
|Besides healing party members, this can also be used to heal yourself while tanking in case the main support/s is either disabled, too busy or too far from you.
|[[Direction of Prayer]]
At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|-
|-
|{{Skill List |id=75 |skill=Gloria|simple=yes}}
|{{#item:450179|Celine's Dress}}
|Optional (5)
|Armor
|Adds 30 LUK, which means more CRIT, ATK and MATK.
|[[Nightmare Toy Factory]]
|This old, bloody dress is one of the best armors for this build. It is highly recommended to refine this to +12 and equip the whole set to reap its full benefits.
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#item:550082|Freedom Stick-LT|slots=2}}
|3-5
|Rod
|Provides additional ATK and MATK to you and the whole party. Makes everyone kill and heal things a little more effectively.
|[[Ancient Hero]]
|The current final form of the Freedom Stick is this Level 5 beast. Enables use of Level 5 {{Skill Info|class=Soul Linker|id=2449|Psychic Wave}} at +7 and while it is focused on boosting Earth and Neutral element damage, pairing it with the Hero Boots-LT plus the added S.MATK at higher refines and grades makes it really good even for spells that aren't Earth and Neutral. A good upgrade over the Illusion Thorn Staff of Darkness at high refines and good enchants. Aim for at least a +11 Grade C and best paired with {{#item:470094|Hero Boots-LT}}
|-
|-
|{{Skill List |id=68 |skill=Aspersio|simple=yes}}
|{{#item:550062|Poenitentia Ferrum|slots=2}}
|1-5
|Rod
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|[[Tomb of Remorse]]
|If {{#skill:5457 |Jack Frost Nova}} and {{#skill:5455 |Meteor Storm Buster}} are your main skills, then this rod is very good at boosting their damage, especially at higher refines and grades.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#item:550089}}
|Optional (1-5)
|Rod
|Doubles SP recovery of the caster and the party. If 10 levels of the skill Increase SP Recovery is too much, this is an excellent substitute.
|[[Issgard]]
|Best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine.
|-
|-
|{{Skill List |id=365 |skill=Magic Crasher|simple=yes}}
|{{#item:28946|Purified Knight's Shield  }}
|Optional
|Shield
|Somewhat long-range poke mainly use to get back lost aggro. Use this to lure monsters to you and away from the party and spam it to keep them from targeting other party members. If this fails, get back the aggro by autoattacking.
|Cash Shop
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#item:460018|Illusion Silver Guard }}
|5
|Shield
|More HP, SP and received healing is always better. Max this.
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get {{#item:29100|Spellbound Nive Lv1}} or {{#item:29101|Spellbound Nive Lv2}}.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#item:20966|Temporal Int Manteau}}
|1
|Garment
|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. Very wisely.
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#item:480125|Convertible Magical Wing}}
|5
|Garment
|More HP, SP and healing power is always better. Max this.
|[[Sunken Sands]]
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears.
|-
|-
|}
|{{#item:470094|Hero Boots-LT}}
|}
|Footgear
 
|
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the {{#item:550082|Freedom Stick-LT|slots=2}}. Try to aim for a +11 Grade C at least.
|-
|-
! style="background-color:#D0F0C0; color:Black;  width: 100% " |Equipment
|{{#item:470204}}
|Footgear
|
|One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses. Climbing noises not included. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction.
|-
|-
|{{#item:470122}}
|Footgear
|
|
{| class="wikitable" width="100%"
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Budget
|{{#item:490052|Sinful Sapphire Ring }}
{{#item:490064|Brilliant Light Sapphire Ring }}
|Accessory (Right)
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|{{Item List |id=5119 |item=Super Novice Hat |slots=1 |simple=yes}}
|{{#item:490053|Sinful Sapphire Necklace }}
|Upper Headgear
{{#item:490065|Brilliant Light Sapphire Necklace }}
|Lighthalzen Armory<br>8,500 zeny
|Accessory (Left)
Holden (slotted)
|[[Thanatos Tower]]
|All stats +1. Buy this or kill gun-wielding moles if you're on a tight budget.
|These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
|-
|-
|{{Item List |id=2340 |item=Novice Breastplate |slots=1 |simple=yes}}
|{{#item:490163|Hero's Badge }}
|Armor
|Accessory (Left)
|Yuno - King's Shop<br>89,000 zeny
|[[Sunken Sands]]
|The next level of protection after wearing rags that came from the dump ({{Item List |id=2352 |item=Tattered Novice Ninja Suit |slots=0 |simple=yes}}). Buy this if you're on a tight budget.
|It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
|-
|-
|{{Item List |id=2355 |item=Angelic Protection |slots=1 |simple=yes}}
|{{#item:2980|Evil Gloves }}
|Armor
|Accessory
|Eclipse
|[[Horror Toy Factory]]
|Has a slot and gives a good boost to MDEF (+20). No bonus HP and SP though. If the Novice Breastplate is way too expensive, get this.
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}}
|-
|-
|{{Item List |id=1505 |item=Mace |slots=4 |simple=yes}}
|{{#item:34697|Celine's Brooch }}
|Mace
|Accessory
|Weak Skeleton, Skeleton, Curupira
|[[Nightmare Toy Factory]]
|Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
|Part of the Celine set.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Shield
|Shadow Gear
|Lighthalzen Armory<br>5,000 zeny
|[[High Rank Shadow Gear]]
|The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF.
|-
|-
|{{Item List |id=2183 |item=Angelic Guard |slots=1 |simple=yes}}
|{{#item:24616|Super Magic Shadow Shield }}
|Shield
|Shadow Gear
|Mastering
|[[Faceworm's Nest]]
|Part of the Angel's Set. If the Novice Shield is too expensive or if you want the full Angel's Set, get this.
|The centerpiece of the Super Magic Shadow Set and the next upgrade to the Super Novice Shadow Shield. Combining the {{#item:24282|Super Novice Shadow Gauntlet }} (with level 10 {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} of course) and this shield results in A LOT of MDEF pierce. 40% Racial MDEF pierce from this, 30% Normal MDEF pierce from the Gauntlet if {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} is level 10, and an extra 3% Normal MDEF pierce per refine rate of the Gauntlet. To get Boss MDEF pierce though, you need to enchant a {{#item:28946|Purified Knight's Shield  }} with the "Ignore MDEF of Boss Monsters" enchant.
'''Unlike what the description says, it DOES NOT need the Super Magic Shadow Cape and Boots below to get the elemental damage bonuses, just the required refine level. Additionally, while the description in-game says that it ignores Physical Defense, it actually ignores Magic Defense. Finally, the MDEF pierce comes from this shield, the Super Novice Shadow Gauntlet and their refine levels, <u>EXCLUDING</u> the other two items below. Type @battlestats or @bs to confirm.'''
|-
|-
|{{Item List |id=2512 |item=Novice Manteau |slots=1 |simple=yes}}
|}
|Garment
|}
|Lighthalzen Armory<br>50,000 zeny
 
|Gives 10% Neutral Resistance. A good choice for budding Flee-Tank Super Novices.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=20710 |item=Angelic Cardigan |slots=1 |simple=yes}}
! style="background-color:#66023C; color:white; width: 100% " |Quality of Life Equipment
|Garment
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery. If a Novice Manteau is still too expensive, get this.
|-
|-
|{{Item List |id=2416 |item=Novice Shoes |slots=1 |simple=yes}}
|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:
|Footgear
<gallery>
|Lighthalzen Armory<br>35,000 zeny
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
|A pair of shoes that gives an HP boost.
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>
|-
|-
|{{Item List |id=22015 |item=Angelic Reincarnation |slots=1 |simple=yes}}
| style="background-color: #66023C; color:white; text-align: center;" colspan="4" | Life of Quality Equipment
|Footgear
{| class="wikitable" width="100%"
|Vocal
! style=" width: 20% " | Item
|Grants 100 HP. If a pair of Novice Shoes is still way too expensive, then it's time to hunt an orchestra of giant grasshoppers.
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{Item List |id=2628 |item=Novice Armlet |slots=1 |simple=yes}}
|{{#item:19204}}
|Accessory
|Upper Headgear
|Izlude Armor Dealer<br>400 zeny
|[[Hugel Race]], Base Level 100
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|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.
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Mid-tier
|{{#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 List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:28900}}
|Upper Headgear
|Shield
|[[Cash Shop]]
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|A must have. Get this once you have enough cash points. Provides '''<u>LOTS</u>''' of bonuses. If you're willing, try upgrading this to +9.
|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.
All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%.  
When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.
|-
|-
|{{Item List |id=18874 |item=Monocle |slots=1 |simple=yes}}
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Mid Headgear
|Garment <s>of {{#skill:1013}}</s>
|Owl Viscount, Owl Marquees
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|The cheapest and "easiest" to get slotted mid headgear.
|'''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 List |id=5358 |item=Peco Ears |slots=0 |simple=yes}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|Mid Headgear
|Garment
|[[Gold Coins]]
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|If a slotted Monocle is still out of reach, this is good for the time being.
|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.
|-
|-
|{{Item List |id=15116 |item=Armor of Airship |slots=0 |simple=yes}}
|}
|Armor
|}
|[[Airship Assault]]
 
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
===Cards and Pets===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
! style="background-color:#66023C; color:White;  width: 100% " |'''Cards and Costume Stones'''
|Armor
|Reno (@go 36), 20 Pure Energy Crystals and 1 Angelic Protection
|Has a slot and gives a bigger MDEF boost (+30) compared to the vanilla version. No bonus HP and SP though.
|-
|-
|{{Item List |id=1505 |item=Mace |slots=4 |simple=yes}}
|
|Mace
{| class="wikitable" width="100%"
|Weak Skeleton, Skeleton, Curupira
! style=" width: 20% " | Card
|Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=1223 |item=Fortune Sword |slots=0 |simple=yes}}
|{{#item:27310|Plaga }}
|Dagger
{{#item:4600|Lichtern Green }} <br>
|Phreeoni, Wickebine Tres
{{#item:4586|Tikbalang }} <br>
|Available only when soul-linked. Gives LOTS of Perfect Dodge (+20), making you even harder to hit. When the soul link expires, the weapon will remain equipped until you remove it, teleport, relog, or change maps.
{{#item:4597|Lichtern Blue }} <br>
{{#item:4599|Lichtern Red }} <br>
{{#item:4598|Lichtern Yellow }} <br>
|Headgear
|These cards increase elemental damage. Put them in high refine headgears.
*Plaga: Neutral
*Green: Earth
*Tikbalang: Wind
*Blue: Water
*Red: Fire
*Yellow: Ghost
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:300251|Plagarion }}
|Shield
{{#item:300259|Fulgor }} <br>
|Lighthalzen Armory
{{#item:300255|Litus }} <br>
|The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
{{#item:300257|Vanilaqus }} <br>
{{#item:300256|Fillia }} <br>
|Headgear
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
*Plagarion: Neutral
*Fulgor: Earth
*Litus: Wind
*Vanilaqus: Water
*Fillia: Fire
|-
|-
|{{Item List |id=20743 |item=Cloak of Airship |slots=1 |simple=yes}}
|{{#item:27328|Corrupt Life }}
|Garment
|Headgear
|[[Airship Assault]]
|Dropped by all [[Bios Island]] non-boss monsters. A budget card with bonus effects depending on which card it is paired to. Good for the early-mid game.
|Gives Flee, Neutral resist and reduced cast time. When a decent Giant Snake Skin is out of reach, this is a good substitute.
|-
|-
|{{Item List |id=20718 |item=Giant Faceworm Skin |slots=1 |simple=yes}}
|{{#item:27396|Isaac Wigner }}
|Garment
|Headgear
|[[Faceworm's Nest]]
|Hate the excruciatingly long After-Cast Delay of Ground Gravitation or do you want to spam spells a bit faster? Then this card can help! Reduces ACD by 5%.
|Recommended to obtain at least a +10 with pure AGI enchants. Gives lots of DEF and various stats. This is a very nice alternative to the Cloak of Airship.
|-
|-
|{{Item List |id=22015 |item=Advanced Angel's Reincarnation |slots=1 |simple=yes}}
|{{#item:300174|Melted Poring }}
|Footgear
|Headgear
|Reno (@go 36), 20 Pure Energy Crystals and 1 Angel's Reincarnation
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|Gives +500 HP and +100 SP.  
|-
|-
|{{Item List |id=22010 |item=Temporal AGI Boots |slots=1 |simple=yes}}
|{{#item:4409|Agav }}
|Footgear
|Armor
|[[Old Glast Heim]]
|MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
[[Temporal Boots]]
|When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=2925 |item=Agi Glove |slots=1 |simple=yes}}
|{{#item:300308|Meyer Lugenburg }}
|Accessory
|Armor
|Eclage Glove Seller (10 Splendide Coins)
|Currently the best-in-slot card. At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424|Friedrich S. Heine }} card.
|Gives 1 Flee for every 10 base AGI and adds 1 Perfect Dodge if base AGI is 110. Wear two of these for maximum Flee.
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Recommended
|{{#item:27114|Ominous Solider }}
|Armor
|If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%, add 1% every 3 refine rate. DEF +100 and VIT +3 at level 160+.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:300254|Amitera }}
|Upper Headgear
|Armor
|[[Cash Shop]]
|If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%. Add 10% more HP at level 200+. Compared to the Ominous Solider card above, you get more HP but no DEF bonus.
|A must have. Get this once you have enough cash points. Provides '''<u>LOTS</u>''' of bonuses. If you're willing, try upgrading this to +9.
All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%.  
When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.
|-
|-
|{{Item List |id=18611 |item=B. Frame Glasses |slots=1 |simple=yes}}
|{{#item:4023|Baby Desert Wolf }}
|Mid Headgear
|Armor
|Owl Viscount, Owl Marquees
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|One of the best mid-headgears for this build. Int +1, MDEF +2.  It can be slotted, using the {{Item List |id=6396 |item=Spiritual Auger |simple=yes}} in the [[Cash Shop]].
|-
|-
|{{Item List |id=5596 |item=4Leaf Clover in Mouth |slots=0 |simple=yes}}
|{{#item:27101|Sweet Nightmare }}
|Lower Headgear
|Armor
|[[Gold Coins]]
|MATK +20. Uninterruptible casting outside of WoE.
|Gives additional MDEF and more importantly, more LUK which means more Perfect Dodge.
|-
|{{Item List |id=5978 |item=Toy Syringe |slots=0 |simple=yes}}
|Lower Headgear
|[[Custom Headgear Quests]]
|Increases the healing power of condensed potions.
|-
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|{{#item:4392|Dame of Sentinel }}
|Armor
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|Has a slot and gives a bigger MDEF boost (+30) compared to the vanilla version. No bonus HP and SP though.
|-
|-
|{{Item List |id=1505 |item=Mace |slots=4 |simple=yes}}
|{{#item:27196|Nihil M. Heine }}
|Mace
|Weapon
|Weak Skeleton, Skeleton, Curupira
|Early-mid game card that boosts damage against small monsters.
|Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
|-
|-
|{{Item List |id=1223 |item=Fortune Sword |slots=0 |simple=yes}}
|{{#item:27289|Soul Fragment }}
|Dagger
|Weapon
|Phreeoni, Wickebine Tres
|Early-mid game card that boosts damage against Medium-sized monsters.
|Available only when soul-linked. Gives LOTS of Perfect Dodge (+20), making you even harder to hit. When the soul link expires, the weapon will remain equipped until you remove it, teleport, relog, or change maps.
|-
|{{#item:27286|Colorful Teddy Bear }}
|Weapon
|Early-mid game card that boosts damage against Large monsters.
|-
|{{#item:4394|Lady Solace }}
|Weapon
|When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|{{#item:27384|Mutated White Knight}}
|Weapon
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|-
|{{#item:300114|Magic Poisoned Plaga}}
{{#item:40140|Deep Sea Sropho}} <br>
{{#item:40010|Arch Plasma}} <br>
{{#item:27324|Brinaranea}} <br>
{{#item:300124|Blue Pitaya}} <br>
{{#item:27320|E-EA1L}} <br>
{{#item:300106|Red Pitaya}} <br>
{{#item:40009|Spectral Plasma}}
|Weapon
|These cards boost elemental damage, especially at high refines.
*Magic Poisoned Plaga: Neutral.
*Deep Sea Sropho: Wind, but cheaper
*Arch Plasma: Wind
*Brinaranea: Water, but slightly cheaper and without the need for high refines.
*Blue Pitaya: Water
*E-EA1L: Fire, but cheaper
*Red Pitaya: Fire
*Spectral Plasma: Ghost
|-
|{{#item:27385|Frozen Gargoyle}}
|Shield
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get this if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|{{#item:27385|Mutated Khalitzburg}}
|Shield
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:4413|Hodremlin }}
|Shield
|Shield
|Lighthalzen Armory
|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. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
|The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{Item List |id=20718 |item=Giant Faceworm Skin |slots=1 |simple=yes}}
|{{#item:27176|Marsh Arclouse }}
|Garment
|Garment
|[[Faceworm's Nest]]
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
|Recommended to obtain at least a +10 with pure AGI enchants. Gives lots of DEF and various stats. This is a very nice alternative to the Cloak of Airship.
|-
|-
|{{Item List |id=22010 |item=Temporal AGI Boots |slots=1 |simple=yes}}
|{{#item:300123|Purple Pitaya }}
{{#item:4629|Arc Elder }} <br>
{{#item:30149|Deep Sea Phen }} <br>
{{#item:27167|Faceworm Larva }} <br>
{{#item:4657|Nightmare Ancient Mummy }} <br>
{{#item:300372|Cave Flower }} <br>
|Garment
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
*Purple Pitaya: Neutral
*Arc Elder: Earth
*Deep Sea Phen: Wind
*Faceworm Larva: Water
*Nightmare Ancient Mummy: Fire
*Cave Flower (not implemented): Ghost
|-
|{{#item:300269|Eldest }}
|Garment
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|-
|{{#item:300273|Smile Giver}}
|Garment
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|{{#item:300260|Napeo }}
|Garment
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
|-
|{{#item:300424|Friedrich S. Heine }}
|Garment
|Currently the best in slot garment card. Best paired with the armor card {{#item:300308|Meyer Lugenburg }} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|-
|{{#item:27249|Arhi }}
|Footgear
|Footgear
|[[Old Glast Heim]]
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
[[Temporal Boots]]
|When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance, Speed of Light or Lucky Day.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=22009 |item=Temporal VIT Boots |slots=1 |simple=yes}}
|{{#item:27249|Arhi }}
|Footgear
|Footgear
|[[Old Glast Heim]]
|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]].
[[Temporal Boots]]
|When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base VIT is 120, the added HP bonus will further increase survivability. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance, Speed of Light or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=22101 |item=Angel Poring Boots |slots=0 |simple=yes}}
|{{#item:4658|Nightmare Verit }}
|Footgear
|Footgear
|Prontera Castle
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|All stats +1 and enables the use of Heal (level 1). Enchant this with Aquarius Stone.
|-
|-
|{{Item List |id=2898 |item=Black Rosary |slots=1 |simple=yes}}
|{{#item:27255|Ordre }}
|Accessory
|Footgear
|Nightmare Wraith Dead
|Good for Wind and Water focused builds.
|Also known as Dark Rosary. Equip this only when Flee is sufficient. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen.
|-
|-
|{{Item List |id=2925 |item=Agi Glove |slots=1 |simple=yes}}
|{{#item:27253|Geffen Shoplifter }}
|Accessory
|Footgear
|Eclage Glove Seller (10 Splendide Coins)
|Good for Fire focused builds.
|Gives 1 Flee for every 10 base AGI and adds 1 Perfect Dodge if base AGI is 110. Wear two of these for maximum Flee.
|-
|-
|}
|{{#item:27250|Dio Anemos }}
|}
|Footgear
 
|Good for Neutral and Earth focused builds.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#D0F0C0; color:Black;  width: 100% " |'''Cards'''
|{{#item:27179|Coyote }}
|Footgear
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
|-
|-
|
|{{#item:4077|Phen }}
{| class="wikitable" width="100%"
{{#item:4327|Bloody Butterfly }}
! style=" width: 20% " | Card
|Accessory
! style=" width: 10% " | Slot
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=4241 |item=Arc Angeling |simple=yes}}
|{{#item:27026|Fire Condor }}
|Headgear
|Accessory
|Luxury card. Gives 300HP and double HP and SP recovery if base LUK is 77. Get this only if you really need more HP and SP recovery. This somewhat lessens the need for using potions in some situations.
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|-
|-
|{{Item List |id=4379 |item=Blue Acidus |simple=yes}}
|{{#item:4577|Elvira }}
|Headgear
{{#item:300222|Firewind Kite }} <br>
|If your headgear isn't overupgraded, this is a nice choice. Gives 80SP and 5% more SP recovery if refine rate is 4 or less. Otherwise, it gives 40SP.
{{#item:27125|Headless Mule }} <br>
|-
{{#item:300364|Calmaring }} <br>
|{{Item List |id=4582 |item=Bungisngis |simple=yes}}
{{#item:27161|Mavka }} <br>
|Headgear
{{#item:300216|Lava Toad }} <br>
|Use this only if you have a +7 or +9 Ascendant Crown. If you don't have access to an Arc Angeling Card, this can be a good substitute, as it gives +3-4% MHP.
{{#item:300211|Crow Duke }} <br>
|-
{{#item:27262|Dwigh }} <br>
|{{Item List |id=4336 |item=Ungoliant |simple=yes}}
{{#item:300218|Ashhopper }} <br>
|Headgear
{{#item:40000|Jewelry Ant }} <br>
|Gives additional HP recovery (+10%) and prevents the bleeding status.
{{#item:300267|Crow Baron }} <br>
{{#item:300268|Crow Duke }} <br>
|Accessory
|These cards boost elemental damage.
*Elvira: Wind and Ghost (20%)
*Firewind Kite: Wind (35%) Left accessory
*Headless Mule: Water (20%)
*Calmaring: Water (35%) '''Not yet implemented, Left accessory'''
*Mavka: Fire and Earth (20%)
*Lava Toad: Fire (35%) Left accessory
*Ash Toad: Earth (35%) Left accessory
*Ashhopper: Neutral (35%) Left accessory
*Dwigh: Neutral (20%)
*Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{#item:4336|Ungoliant }}
*Crow Baron (level 200+): Fire and Wind (15%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
|-
|-
|{{Item List |id=4054 |item=Angeling |simple=yes}}
|{{#item:300243|Lude Gal }}
{{Item List |id=4119 |item=Bathory |simple=yes}}
|Accessory
 
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
{{Item List |id=4141 |item=Evil Druid |simple=yes}}
 
{{Item List |id=4105 |item=Marc |simple=yes}}
 
{{Item List |id=4099 |item=Pasana |simple=yes}}
 
{{Item List |id=4089 |item=Swordfish |simple=yes}}
 
{{Item List |id=4098 |item=Dokebi |simple=yes}}
 
{{Item List |id=4101 |item=Sandman |simple=yes}}
 
{{Item List |id=4047 |item=Ghostring |simple=yes}}
|Armor
|These cards change your Element, are situational and can be used to make tanking a whole lot easier.
 
Angeling: Holy Element, an all around good card, but very expensive.<br> Bathory: Shadow Element, for tanking MVPs and mobs with powerful skills like Dark Grand Cross.<br> Evil Druid: Undead Element, for tanking MVPs and mobs with Dark Element attacks and bad statuses like Freezing and Stone Curse.<br> Marc: Prevents Frozen Status, for MVPs with skills that causes Frozen Status.<br> Pasana: Fire Element, for MVPs and mobs with powerful Fire-Element attacks like Muspelskoll.<br> Swordfish: Water Element, for tanking MVPs and mobs with powerful Water-Element attacks like Brinaranea and Ktullanux.<br> Dokebi: Wind Element, for MVPs and mobs with powerful Wind-Element attacks like Valkyrie Randgris.<br> Sandman: Earth Element, for reducing damage from Earth Element attacks. Note: Earthquake is NOT Earth Element, it is NEUTRAL.<br> Ghostring: Ghost Element, for reducing damage from Earthquake and other Neutral physical attacks.
|-
|-
|{{Item List |id=4608 |item=White Knight |simple=yes}}
|{{#item:1000528}}
|Weapon
{{#item:1000529}} <br>
|The main reason for a White Knight (WK) card in the weapon is for the additional 5% damage reduction from the Khalitzburg Knight (KK). Just 1 is enough, followed by 2-3 Banaspaty or Sropho cards.
{{#item:1000530}}
|Upper costume headgear, mid costume headgear, lower costume headgear
|These three boost elemental damage and must be together for maximum effectiveness.
|-
|-
|{{Item List |id=4518 |item=Banaspaty |simple=yes}}
|{{#item:25170}}
|Weapon
{{#item:25067}}
|Has a chance to cause "Burning" status to an enemy when attacking.
|Garment costume
|These two reduce FCT by 0.3 and 0.5 seconds respectively. They're important because the FCT of a lot of HN magic spells is 1.5 seconds.
|-
|-
|{{Item List |id=4522 |item=Sropho |simple=yes}}
|{{#item:1001329}}
|Weapon
|Lower costume headgear
|Has a chance to cause "Crystal" status to an enemy when attacking.
|This lower headgear costume stone is not yet implemented.
|-
|-
|{{Item List |id=4609 |item=Khalitzburg Knight |simple=yes}}
|{{#item:1001327}}
|Shield
{{#item:25454}} <br>
|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.
{{#item:1001326}}
|Upper costume headgear, mid costume headgear, garment costume
|{{#skill:2038 |This garment costume stone is not yet implemented. When paired with the High Wizard Stone and another unimplemented costume stone for the uppear headgear, its bonuses are not yet implemented.}}
|-
|-
|{{Item List |id=4253 |item=Alice |simple=yes}}
|}
|Shield
|}
|Gives 40% damage reduction from Boss protocol mobs and MVPs, but receive 40% more damage from normal mobs. Use this card when tanking MVPs that have little to no adds.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=4413 |item=Hodremlin |simple=yes}}
! style="background-color:#66023C; color:White;  width: 100% " |Pets
|Shield
|Reduces damage from Small, Medium and Large mobs by 15%, plus a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
|-
|-
|{{Item List |id=4124 |item=Medusa |simple=yes}}
|
{{Item List |id=4067 |item=Megalodon |simple=yes}}
 
|Shield
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.
|Use these cards in certain situations when mobs love spamming Stone Curse or Freeze skills.
 
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9122}}: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
|-
|-
|{{Item List |id=4351 |item=Kavach Icarus |simple=yes}}
|}
|Garment
 
|Gives +20 Flee and +1 Perfect Dodge if the garment has a refine rate of 4 or less.
===Tips and Tricks===
Otherwise, it gives +10 Flee.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=4285 |item=Choco |simple=yes}}
! style="background-color:#66023C; color:White;  width: 100% " |Strategy (WIP)
|Garment
|This is an alternative to the Kavach Icarus Card Card. Gives less Flee (+10) but more Perfect Dodge (+5).
|-
|-
|{{Item List |id=4375 |item=Orc Baby |simple=yes}}
|How to solo Alice Hard hmmmm... Need at least 5B DPS due to some MVPs having autorecovery, which means THREE different kinds of gears. That's on top of the Fenrir-like AOEs like Earth Strain and Comet... Plants do EQ, worms powerup... Equipment switch... Hmmmmmm..... Info obtained from Mew's Alice Hard run... Ranged DPS is going to be a problem due to it being weaker than Melee and Magic... Hmm......
|Garment
|Use this if you have a +9 or better Giant Faceworm Skin. Gives 10% Neutral resist and +10 Flee, but if the garment is +9 and higher, it gives 15% Neutral resist and +15 Flee.
|-
|-
|{{Item List |id=4570 |item=Flamel |simple=yes}}
|}
|Garment
 
|Grants +10 Flee and makes Condensed Red, Yellow and White Potions 200% more effective. This is a very useful card if you have lots of Condensed Potions. It makes tanking an easier and less nerve-wracking experience.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=27290 |item=Haunted Obsidian |simple=yes}}
! style="background-color:#66023C; color:White;  width: 100% " |Cult
|Garment
|If you have a Toy Syringe, either stick to Flamel for more potent Condensed Potion recovery or switch to this card, as it grants even more Flee. Each 10 Base AGI, Flee +3 and ASPD +1%. If AGI is 120 or higher, ASPD +1. Haunted Obsidians are found in the [[Illusion of Teddy Bear]] dungeon.
|-
|-
|{{Item List |id=27249 |item=Arhi |simple=yes}}
|[[File:SN Cult.jpg]]
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A very good all-around footgear card. Obtained by defeating Arhi in the [[Geffen Magic Tournament]].
|-
|-
|{{Item List |id=4378 |item=Gold Acidus |simple=yes}}
|}
|Footgear
|A great card for those that have +4 and below footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
|-
|{{Item List |id=4107 |item=Verit |simple=yes}}
|Footgear
|Increases Max HP and Max SP by +8%.
|-
|{{Item List |id=4097 |item=Matyr |simple=yes}}
|Footgear
|Gives +10% max HP and +1 AGI.
|-
|{{Item List |id=4160 |item=Firelock Soldier |simple=yes}}
|Footgear
|If your footgear is overupgraded, this is one of the better cards to have. STR +2. Gives +10% max HP and SP if the footgear is +9 or better.
|-
|{{Item List |id=4644|item=Infinite Vocal |simple=yes}}
|Footgear
|If 100 Hard MDEF is what you're after, this rare and expensive card can help. MDEF +5. MDEF +10 at +7 refine, MDEF +15 at +9 refine.
|-
|{{Item List |id=4051 |item=Yoyo |simple=yes}}
|Accessory
|Gives +1 AGI and +5 Perfect Dodge. This is a must-have.
|-
|{{Item List |id=27148 |item=Material Type Chimera |simple=yes}}
|Accessory
|Flee +10. Additional Flee +10 if base level is 90 and above. No Perfect Dodge, but it gives a good amount of Flee.
|-
|{{Item List |id=4077 |item=Phen |simple=yes}}
{{Item List |id=4327 |item=Bloody Butterfly |simple=yes}}
|Accessory
|Uninterruptible cast makes Safety Wall spamming possible, especially when you're surrounded by lots of mobs and/or adds.
|-
|{{Item List |id=4916 |item=Essence of Evil AGI3 |simple=yes}}
|Any equipment with slots
|AGI +4, Flee +8, VIT -4. More AGI and Flee means better Flee tanking. However, adjust your stats to compensate for the VIT penalty but at the same time, your base AGI must ALWAYS remain at 130. Insert this to any piece of equipment.
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#D0F0C0; 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.
 
*{{Item List |id=9053 |item=Golem Egg |simple=yes}}: Flee+5, HP+100
*{{Item List |id=9062 |item=Novice Poring Egg |simple=yes}}: HP Recovery +50%
*{{Item List |id=9045 |item=Whisper Egg |simple=yes}}: Flee+7, enables the use of Level 1 Hiding
*{{Item List |id=9088 |item=Angeling Egg |simple=yes}}: HP+2%, Heal effectiveness +8%
*{{Item List |id=9098 |item=Earth Deleter Egg |simple=yes}}: AGI+3, ASPD+3% (delay after attack)
|-
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#D0F0C0; width: 100% " |Strategy
|-
|[[File:Super Novice in Bio5.jpg|300px|right|thumb|Support/Off-Tank build Super Novice helping the party's main tank by fending off a Kathryne Cheiron attacking from the rear in Tomb of the Fallen (Bio 5 / Nightmare BioLabs).]]
This build works best with a partner or in a party.
 
<u>When soloing:</u>
 
This build's soloing capability is limited due to its meager damage. It is better to go for a Melee build (see above) and sacrifice a bit of Flee for significantly increased damage. With high Flee, up to 6 enemies (40% flee penalty) can be tanked without much problems, though that number will vary depending on the enemies' Hit rate. You may get Super Novice Spirit and use a {{Item List |id=18666 |item=CD in Mouth |simple=yes}} to enhance your autoattacks, but beware of the After-Cast Delay that comes after each autocast. In case you're being mobbed, cast Sightrasher to push away mobs, then cast Quagmire to slow down the mobs in order to escape.
 
 
<u>When partnered with a DPS:</u>
 
You'll double-duty as support and tank. First, the party window must be open at all times with the lock function activated and with buffs shown (type @showbuffs). Protect your partner and keep him/her alive at all costs. Buff, heal and cast Safety Wall or Pneuma on your partner and yourself when necessary, but be aware of your very low SP and the Cast Delay after casting some skills. Lure, but not too much - be aware of the Flee penalty. It's a 10% reduction of your max Flee for every additional monster if 2 are already attacking you. When 12 or more monsters are attacking you, your actual Flee is '''ZERO, '''no matter how much Flee you have. If you run into the unfortunate situation of luring too many monsters, hope that your partner is nearby and not busy or disabled. If not, cast Sightrasher to push the mobs away, then cast Quagmire to slow them down. This combo will either guarantee an escape, buy some time, or make killing mobs easier. When a particularly powerful monster (including MVPs) is aiming for your partner, draw the monster away. Make sure it is ALWAYS aggro'd on you, and let your partner kill it.
 
 
<u>When in a party:</u>
 
This time, you'll be both secondary support and tank, as your party is likely to have a main tank and at least one Arch Bishop (AB) as the main support. You'll be helping out the AB, being the secondary source of heals and buffs, providing additional Safety Walls and Pneumas and crowd control with Sightrasher and Quagmire. While doing support, you're also going to tank. While the main tank is luring monsters from the front, your job is to keep the monsters coming from the sides and rear from reaching and doing damage to your party, especially the main support/s and DPS, moreso if they're squishy. If the main tank is a Sura, there might be a few occasions that you'll have to provide cover while Steel Body is being recast. In case the main tank is disabled or has internet issues, you'll be the substitute. It is somewhat similar to when partnered with a DPS, except it's easier as you now have a whole party to more easily dispose of the monsters you lured while the main support heals.
 
 
<u>As the main tank:</u>
 
High Flee does most of the tanking work, not the Safety Wall spam or the "Steel Body on death" after accumulating over 5 billion EXP. Safety Wall is mainly used as an extra precautionary measure. However, in situations where you're surrounded by large numbers of enemies or when facing enemies with really high or increased Hit rates, like MVPs that have the skill "Power Up" (red lightning aura), Safety Wall spam is the way to go. As much as possible, going Steel Body must be avoided unless it is absolutely necessary, like in [[Tomb of the Fallen|Bio5]] or when fighting enemies with powerful magic spells like Nightmare Amon Ra's Meteor Storm spam and green aura Dracula and his overpowered Psychic Wave. If you die or if Steel Body expires, you can relog to regain the "Steel Body on death".
|-
|}
 
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= Leveling =
'''This section is undergoing renovations.'''
 
While there is a general '''Leveling Guide''' available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.
 
=== <u>Novice</u> ===
'''Lv1 - 180: HIGHLY RECOMMENDED! (Work in progress)'''
* After completing [[Mom]]'s tutorial, go to Port Malaya (@go 34) and complete the [http://irowiki.org/wiki/Cautious_Village Cautious Village]. Buy 6 {{Item List2|id=717|item=Blue Gemstone}} and 6 {{Item List2|id=523|item=Holy Water}} from the Tool Dealer Fruit, who is always nearby when warping to various towns. You will be above level 45, which is the minimum level required to become a Super Novice. Go to the [[Main Office]] @go 50, find the Job Changer and become a Super Novice.
** You may skip Mom's tutorial entirely and go straight to @go 34 if you wish.
* [[Orc/Goblin Village]]'s reputation quests make leveling significantly faster and easier until around level 180, due to the quests giving absolutely '''HYPER MASSIVE''' amounts of EXP for very little effort, the only road block being the 1 hour cooldown after turning in each quest. There are 3 quests in Orc Village and 3 in Goblin Village, each requiring killing a variety of Orcs and Goblins. Steam Goblins, Rotar Zairos and Orc Archers are not included.
* To easily access Orc/Goblin Village, talk the Warper NPC, select Dungeons and select Orc Dungeon. Exit the dungeon, go east and find a cute little Orc Hut at {{NewNaviLink|map=in_orcs01 106/177}} where you'll find an Orc Lord. Meanwhile, the Goblin King is in the field to the south, across the river bridge and to the right, chillin' on top of a tree house at {{NaviLink|map=gef_fild11|x=248|y=249}}. Click on the Navi links to copy them and paste it to the in-game chatbox by holding CTRL and pressing V '''(Ctrl + V)'''.
* If you're level 99 and below, turn in just one or two quests until you are Base Level 99 and Job Level 99, then upgrade to an Expanded Super Novice by talking to the Job Changer NPC in @go 50. Then turn in all the remaining quests and get all that sweet, sweet EXP.
<br>
'''Lv1 - Lv26'''
Doing the starter quest after creating your character will increase your base level from 1 to 15. Be sure to check every nook and cranny of the tutorial area for useful equipment and consumables. Choose to get the {{Item List |id=30314 |item=Taekwon's Dobok|simple=yes}} so you can gain access to Warm Wind. After finishing the starter quest, go to the Criatura Academy in Izlude (@go 5) and register. Go upstairs, find the '''Taekwon classroom''', talk to the girl and get a {{Item List |id=2942 |item=Taekwon Manual |simple=yes}}. This is because the Taekwon Dobok will disappear once you become a Super Novice. Fight more monsters or do the rest of the Criatura Academy quests until you reach level 26.
 
'''Lv26 - Lv44'''
* '''Remember to type @autoloot or @autoloot 100'''. Mobs in Payon Dungeon is a decent source of early-game zeny, with Zombies dropping Opal (7% chance, 3000 zeny sell price) and Skeletons dropping Skull Ring (3% chance, 5000 zeny sell price)
* Go to Eden (@go 36 or @go eden), talk to Secretary Lime and register. Talk to Instructor Boya. Go to Payon Dungeon and exit. Talk to '''Eden Member Karl''' and he'll give you the quest to kill '''15 Skeletons''' followed by '''10 Poporings''' in Payon Dungeon. While doing his quests, kill everything you see.
 
 
=== <u>Super Novice</u> ===
 
'''Lv45 - Lv70'''
*Once you reach base level 45, go to the Main Office, talk to the Job Master NPC and switch your job to Super Novice. Afterwards, kill a few more monsters in Payon Dungeon. Or you can go to Orc Dungeon and kill one '''Orc Zombie''' for an instant 20 job levels. Immediately get level 10 {{Skill List |id=48 |skill=Double Attack|simple=yes}} and {{Skill List |id=26 |skill=Teleport|simple=yes}}, and put the rest into {{Skill List |id=29 |skill=Increase AGI|simple=yes}}.
* Proceed to Orc Dungeon. '''Kill everything you see'''. But watch out for '''Drainliar's''' Blind attack, '''Steel Chonchon's''' Silence and '''Orc Zombie's''' Crit attack. If you're going to the 2nd level of Orc Dungeon, watch out for '''Orc Archers''' - those things can easily kill you.
* Once you hit level 50+, go back to Eden and talk to Instructor Boya for a quest in Orc Dungeon.
* As you level up, start maxing {{Skill List |id=29 |skill=Increase AGI|simple=yes}}, {{Skill List |id=45 |skill=Attention Concentrate|simple=yes}} and {{Skill List |id=49 |skill=Increase Dodge|simple=yes}}.
 
'''Lv71 - Lv84'''
* At this point, '''it is highly recommended to have at least 300 Flee''' (when buffed) to more easily evade attacks from Evil Druid and Wraith.
* Go back to Eden and talk to Instructor Ur to get a quest for Glast Heim St. Abbey. Grab the '''Wraith''' and '''Evil Druid''' kill quests (71-85 board). Go to Glast Heim St. Abbey (Warper > Dungeons > Glast Heim > St. Abbey). Kill '''Wraiths''' and '''Evil Druids'''. You'll need to be more cautious this time, as these things hit hard. Watch out for the occasional '''Mimic''' and '''Wraith Dead'''.
* After completing the quests, go back to Eden and grab your level 60 Eden Set.
* You may also do the [http://irowiki.org/wiki/Cautious_Village Cautious Village] quest to speed things up a bit.
 
'''Lv85 - Lv99'''
* At this point, '''it is highly recommended to have at least 340 Flee''' (when buffed) to more easily evade attacks from most mobs in Gramps.
* Go to Eden and do the Gramps quest. The board and the cranky Gramps NPC are at the upper left side. The Gramps board quests consist of killing 400 of two kinds of monsters and has a 4-hour cooldown. Finishing this will give massive amounts of EXP. Inside each Gramps Field are the two monsters on the board plus 2-3 other kinds. The monsters on the board rotate each month, then the other 2-3 will usually remain the same.
* '''Stay inside Gramps until you've reached Job Level 99'''. Go back to the Main Office, talk to the Job Changer NPC and upgrade to an Ex. Super Novice, then turn in both quests.
 
=== <u>Expanded Super Novice</u> ===
'''This section is undergoing renovations.'''
 
'''Lv100-114'''
* Keep doing the 85-114 Gramps quests. When the Gramps quests are on cooldown, you can do Reno's Pure Energy Crystal quests (preferably '''Raydric''') and [[Eden Group]] quests. Eden Group quests give {{Item List2 |id=25223 |item=Paradise Coin}} which can be traded for Awakened Paradise Equipment, which can be enchanted.
*
* [[Banquet for Heroes]], [[Terra Gloria]] and [[Illusion]] become available. Doing the quest chain of these three gives a good amount of experience and is a viable alternative to Gramps.
 
'''Lv115 - Lv120'''
* At this point, it is recommended to have at least 400 Flee (when buffed).
* Gramps will be the best way to go from level 115-144, as you'll most likely have a bit of difficulty killing monsters and soloing dungeons. When Gramps is on cooldown, you can continue to do Reno's Pure Energy Crystal quests, Eden Group quests and dailies from Banquet for Hereoes, Terra Gloria and Illusion.
 
'''Level 120-144'''
* Starting from here, more instances will be available for you to join as you level up. When Gramps is on cooldown, aside from the usual Reno Pure Crystal quests and Eden board quests, you can start joining [[Instances]]. Except for [[Ghost Palace]] (solo instances), it is recommended to join a party.
* At level 140, [[Phantasmagorica]] quests become available. They'll give access to the [[Last Room]] and [[Central Laboratory]] instances and the [[Verus Dailies]].
 
'''Lv145 - Lv175'''
* Again, Gramps will be the best way to go, as killing monsters at these levels can get long, tedious and difficult. Try to loot the Bookclip of Memory that '''Antique Book''' drops, as they're mats for the [[Custom Headgear Quests|Rideword Hat Quest]] and the Eden gathering quest.
* When Gramps is on cooldown, again, you may continue to do [[Instances]], Reno's Pure Energy Crystal quests, Eden board quests and the aforementioned Banquet for Heroes, Terra Gloria daily quests.
* At level 150, Illusion of Abyss becomes accessible. It is a good place to level up. Bring Green Potions if the Ominous Permeters' Hallucation is too annoying.
* At level 160, Illusion of Luanda and Illusion of Twins become accessible. Both are good places to level up, but Illusion of Twins is usually the better choice because it has some valuable drops and gives way more EXP overall.
 
'''Lv175-200'''
* This is the toughest stretch before becoming a Hyper Novice. Hang in there!
* There are two main ways to level: '''Gramps 175-200''' and '''Thanatos Tower 12.''' Thana12 requires at least level 180. It is highly recommended to bring Blue Potions and Guyak Pudding due to the fat chibi monsters frequently spamming Level 11 Decrease AGI and SP leech. Full Chemical Protection is recommended due to the mobs breaking armors and weapons.
* If Gramps 175-200 and Thanatos Tower 12 are too difficult or are on cooldown, '''Illusion of Twins''' and '''Illusion of Labyrinth''' are also good places to level, especially the former. In Illusion of Twins, there is an NPC, Seshin, who gives EXP after killing 100 monsters. Get all the unique drops here in case any Illusion equipment from here is needed.
 
=== <u>Hyper Novice</u> ===
 
'''200-215 '''
*[[Illusion of Labyrinth]] - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
*[[Illusion of Underwater]] 2 - Bring Coldproof potions. Beware the <s>Jellymon</s> Deep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220.
*[[Niflheim Dungeon]] 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by <s>Rubik's</s> Ghost Cube.
*[[Rudus 4]] - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
 
'''200-240 (Alternate leveling)'''
*[[Thanatos Tower]] 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
 
'''215-230'''
*[[Amicitia Dungeon]] 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
 
'''230-240'''
*Amacitia Dungeon 2 - Full Chemical Protection is needed due to Lava Eater's tendency to break armors, but Safety Wall should help deal with that problem to a certain extent. Shining DEF scrolls are also recommended due to the horses frequently casting Storm Gust and causing Frozen.
 
'''230+ (Alternate leveling)'''
*Airship Crash - Except for the Mosquitoes, all mobs move very slowly and can be easily kited with ranged attacks. For melee builds, Safety Wall is advised when fighting Melted Poring due to Strip Shadow Gear. Shadow or Undead element armors are recommended when fighting Rotten Tree because of Dark Grand Cross.
 
'''240+'''
*Niflheim Dungeon 2 - Nif2 is a relatively mobby place but is manageable for the most part. It is one of, if not the fastest way to level up from 240 and above, especially with a 12-man party with Kim (Troubador with Mr. Kim's a Rich Man). For Physical Hyper Novices, watch out for the Loli's Lex Divina, which can cause Silence even with 100 INT. Also watch out for the occasional Brandish Spear, which may result in an instant kill.


[[Category:Class Guides]]
[[Category:Hyper Novice]]

Latest revision as of 20:55, 27 November 2025

NOTICE This guide is still a work in progress
The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info.
Super Novice
Job base: Novice
Written By: Rakugaki


Cute and happy female Hyper Novice ready to stab things happily and cutely.

Overview

Work in progress

The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.

Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.


Skills Overview

The powers of might and magic unite together, ready to take on the toughest monsters in the world!
Featuring GaoSuper (left)!
Hidden Skills
Skill Notes
268.png Steel Body 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 6293.png Token of Siegfried (6293) , or wait for someone to resurrect you.

This skill will always trigger at Base Level 275. EXP cap is not required. Credits to Yami and Ocean Star for pointing this out! /ene

270.png Explosion Spirits In MuhRO, casting Fury is weird, convoluted, and really buggy.

Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, and doesn't require Spirit Spheres or anything. Very useful for Melee builds, especially those focusing on Mega Sonic Blow. This hidden skill has many perplexing mysteries, explained below.

Enter the following text in public chat (Send to all) to gain Critical Explosion status:

  • Dear angel, can you hear my voice?
  • Insert random text here
  • Help me out~ Please~ T_T
  • Insert random text here

To quickly cast, put these lines in macro (ALT+M). To cast it:

1 - Spam the chant 5x to trigger. There will be a 1-minute cooldown afterwards. If it doesn't work at all even at max level, see step 4.

2 - Spam the chant 2x so there will be a consistent 1-minute cooldown.

3 - When changing maps or relogging, repeat step 1.

4 - There will be a few occasions where it will not work at all for some reason. If this happens, change maps or relog, then try again.

5 - The 2nd line is buggy. Instead of typing your name, you can type in other things too.

6 - Even a totally new Super Novice at Base Level 45 and Job Level 1 (or 45/1), can use the chant! Free +50 CRIT that early! The ability to use it disappears at 99/99, but it is regained at 100/1 when upgrading to Expanded Super Novice.

Click on the left GIF to witness GaoSuper activating his fury from within. Click on the right GIF to witness GaoSuper also activating his fury from within. However, notice the 2nd line doesn't use his real name. HAIL GAOSUPER!!!

Bonus stats Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.

Super Novice Spirit restores the bonus (1% chance).

Builds

With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle three different kinds of builds - Mage, Physical, and Hybrid.

These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.

Mage

Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.

Click here for a more specialized and in-depth guide on Magic Hyper Novices: Psoron's Magic Hyper Novice Guide
The Super Novice can take one of two routes - Magic or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes, and Breaking Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).

Stats and Traits

Stat Amount Notes
STR 1+ Leftover. Mainly used for increased carrying capacity.
AGI 60-80
100+ (Judge / Conjurator Card Combo)
Used mainly for reducing animation and flinching animation time and the chances of getting inflicted by Bleeding and Sleep. Try to get 100 Total AGI for full immunity against Bleeding and Sleep.
VIT 70-90
100+ (Judge / Conjurator Card Combo)
Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison.
INT 120+
130 (Judge / Conjurator Card Combo)
Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
DEX 120+
1-9 (Judge / Conjurator Card Combo)
At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the 300522.png Yordos Judge Card (300522) /300529.png Yortus Conjurator Card (300529) combo, leave DEX below 10 so SP Cost won't get too expensive. However, doing this requires 100% Variable Cast Time (VCT) reduction.
LUK 60-80
100+ (Judge / Conjurator Card Combo)
Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. LUK increases MATK more than DEX, so increase this a lot more when using the 300522.png Yordos Judge Card (300522) /300529.png Yortus Conjurator Card (300529) combo.
Trait Amount Notes
POW 0 Not needed. Using magic sticks to whack things is not the best idea...
STA 0-72 After getting 110 SPL and CON, adjust STA, WIS, or CRT.
WIS 0-72 After getting 110 SPL and CON, adjust STA, WIS, or CRT.
SPL 110 Primary trait. Max this for the highest possible Magic Damage.
CON 110 Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee.
CRT 0-72 After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making 28.png Heal spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD and ASPD, one can spam heal to save on a lot of potions and zeny (I'm a cheapskate XD). However, a decent amount of ACD reduction (30%+) and ASPD (170+) are needed for it to be effective.

Skills

Skills: Super Novice (45-99)
Skill set overview from level 45-99.
Skill Level Notes
Super Novice
19.png Fire Bolt 4 Prerequisite for Fireball.
17.png Fire Ball 10 Your main source of damage from 45-99, especially because a lot of the quests here will revolve around purifying the undead by fire. Being quick to cast and having decent AoE are important because the pitifully low HP and SP will force you to move a lot. Usually one of the first, if not the first magic skill learned by a lot of isekai protagonists.
9.png Increase SP Recovery 5-10 Compensates for the Super Novice's puddle-deep SP pool at the early game and helps save some SP at the end-game when SP Cost skyrockets due to certain equipment and cards.
28.png Heal 3-10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 VERY IMPORTANT buff to get! AGI, Flee, and mobility are a must to survive as Super Novice, no thanks to the pitifully low HP pool which can result in death in 5 hits at most even with a lot of VIT.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Basically an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
43.png 3 Prerequisite for Vulture's Eye.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast time and increased Flee for better survival.
36.png Enlarge Weight Limit 3 Increases weight capacity. Prerequisite for Discount.
37.png Discount 3 Reduces cost of buying from almost all NPCs. Prerequisite for Overcharge.
38.png Overcharge 10 Increases cost of selling to all NPCs. Helps earn zeny faster.
49.png Improve Dodge 10 Last but not least, Improve Dodge further increases Flee, therefore increasing survival by A LOT. Max this.

After getting promoted to Ex. Super Novice, reset all skills.

Skills: Expanded Super Novice (99-200)
There are 6 excess points - Reduce Improve Dodge to Level 4. When reaching Job Level 70, put the remaining points there.
The 6 missing points are allocated to Improve Dodge.
Skill Level Notes
Super Novice
17.png Fire Ball 10 Fireball still deals decent damage until around ~level 150. Having two Fire Condor cards can make this skill even stronger.
14.png Cold Bolt 5 Prerequisite for Frost Diver.
15.png Frost Diver 1 Prerequisite for Storm Gust.
20.png Lightning Bolt 4 Prerequisite for Thunderstorm and Jupitel Thunder.
21.png Thunder Storm 1 Prerequisite for Lord of Vermillion.
11.png Napalm Beat 1 Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
28.png Heal 3-10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
43.png 3-10 Prerequisite for Vulture's Eye.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
89.png Storm Gust 1 or 10 Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher Freeze chance while higher levels mean higher damage but lower Freeze chance. Use at level 1 for more crowd control. Use at level 10 for more damage.

Notice: The skill has a tendency to push enemies to the upper right.

84.png Jupitel Thunder 5-10 An improved version of Lightning Bolt with an added knockback and removed cooldown.
85.png Lord of Vermilion 10 A larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust, preferably Level 1 for a quick Freeze. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png 1-5 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
74.png Magnificat 5 Doubles SP Regeneration of the caster and the party. There's no Level 10 Increase SP Recovery - Magnificant alone is more than enough, as long as it's up most of the time.
248.png Faith 10 Adds up to 2000HP and increases Holy resistance by up to 50%. Every bit of HP counts.
105.png Hilt Binding 1 Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
107.png Weaponry Research 1 Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
108.png Repair Weapon 1 Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.

LV 1 weapon: Iron Ore
LV 2 weapon: Iron
LV 3 weapon: Steel
LV 4 weapon: Rough Oridecon
Armors: Steel

5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. Beware of the ridiculously long 5-minute cooldown, so use wisely.
5075.png Breakthrough 5 Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and amount of healing given. Sizeable jump in bonuses from level 4 to 5.
2449.png Psychic Wave 5 Can be used only when a +7 550081.png Patent Freedom Stick [2] (550081) is equipped. A Neutral-element skill that makes life a lot easier due to its high damage.

After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.

Skills: Hyper Novice - Jack Frost Nova
Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage.


Default skill build.
Default skill build.
The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top.
The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!
JFN Hyper Novice in Depth2.
Skill Level Notes
Hyper Novice
5450.png Self Study Sorcery 5+ Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
5455.png Meteor Storm Buster 5 or 8 The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 2.5 seconds
Aftercast Delay: 0.3 seconds

5456.png Jupitel Thunderstorm 9 or 10 Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds, 1.5 seconds with 550152.png Time Gap Hyper Staff [2] (550152)
Aftercast Delay: 0.5 seconds
Max AoE of 9x9 and max of 10 hits at level 9.

5457.png Jack Frost Nova 10 A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Aftercast Delay: 0.3 seconds
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.

5458.png Hell's Drive 5 or 10 An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Aftercast Delay: 1 second
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay

5459.png Ground Gravitation 7 - 10 An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is PAINFUL below level 9, so use it carefully!

Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Aftercast Delay: 1 second (level 10), UTTER PAIN below level 9
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.

5460.png Napalm Vulcan Strike 5 A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires 40% ACD reduction and at least 173 ASPD for maximum spamming.

Fixed Cast Time: 1 seconds
Skill cooldown: 0.3 seconds
Aftercast Delay: 0.5 seconds

5462.png Rule Break Optional The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up A LOT of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.
5505.png Overcoming Crisis Optional Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
Skills: Hyper Novice - ASPD Napalm Vulcan Strike
Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + 550133.png Dimensions Hyper Rod [2] (550133) combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least 40% ACD reduction and 180+ ASPD are recommended. Unlike the Jack Frost Nova build above, piano skills and proper skill rotation aren't needed. Just set up a smartkey/smartcast Turbo, open up with another skill like Ground Gravitation or Jack Frost Nova to tenderize them a bit, aim, and start spraying them with angry thoughts and/or angry souls.


Default skill build.
Default skill build.
This build is designed to be tanky and comfy to use. NVS and an opener are maxed. In this case, the opener is Ground Gravitation. However, when you're farming in Depth1 and Depth2, Jack Frost Nova is the better opener, so annoying stripper frogs and frustratingly quake-happy salamanders are killed faster.
NVS Hyper Novice with the TDRC combo above in Depth2.
Skill Level Notes
Hyper Novice
5450.png Self Study Sorcery 5+ Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
5455.png Meteor Storm Buster 5 The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 2.5 seconds
Aftercast Delay: 0.3 seconds

5456.png Jupitel Thunderstorm 5 Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds, 1.5 seconds with 550152.png Time Gap Hyper Staff [2] (550152)
Aftercast Delay: 0.5 seconds
Max AoE of 9x9 and max of 10 hits at level 9.

5457.png Jack Frost Nova 5 or 10 A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Aftercast Delay: 0.3 seconds
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.

5458.png Hell's Drive 5 An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Aftercast Delay: 1 second
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay

5459.png Ground Gravitation 5 or 10 An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is PAINFUL below level 9, so use it carefully!

Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Aftercast Delay: 1 second (level 10), UTTER PAIN below level 9
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.

5460.png Napalm Vulcan Strike 10 A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires at least 30% ACD reduction and 174 ASPD for maximum spamming.

Fixed Cast Time: 1 seconds
Skill cooldown: 0.3 seconds
Aftercast Delay: 0.5 seconds

5462.png Rule Break Optional The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up A LOT of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.
5505.png Overcoming Crisis Optional Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.

Equipment

Equipment
Super Novice (45-99)
Item Type Way to obtain Notes
Paradise Set Equipment Set Eden Academy, Base Level 10 HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
5119.png Super Novice Hat [1] (5119) Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
2340.png Novice Breastplate [1] (2340) Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump (2352.png Tattered Novice Ninja Suit (2352) ).
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
2512.png Novice Manteau [1] (2512) Garment Starter Garment - gives 10% Neutral resistance.
2416.png Novice Shoes [1] (2416) Footgear Starter Shoes. Gives an HP boost.
5125.png Angel's Kiss [1] (5125) Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
15012.png Puente Robe [1] (15012) Armor Orc Lady Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
2355.png Angelic Protection [1] (2355) Armor Eclipse MDEF+20

When complete, the Angel's Set gives a sizeable boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware the After Cast Delay that happens each time the skill is autocast.

2183.png Modified Angelic Guard [1] (2183) Shield Mastering Part of the Angel's Set.
20710.png Modified Angel's Cardigan [1] (20710) Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Vocal Part of the Angel's Set. HP +100.
2628.png Novice Armlet [1] (2628) Accessory Izlude Armor Dealer Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
2607.png Clip [1] (2607) Dragon Fly Gives 10SP.
Expanded Super Novice (99-175)
Advanced Paradise Set Equipment Set Eden Academy, Base Level 100 Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 25223.png Eden Coin (25223) per piece.
450122.png Noblesse Super Novice Robe [1] (450122)

470017.png Noblesse Magic Boots [1] (470017)

480014.png Noblesse Magic Manteau [1] (480014)

490015.png Noblesse Magic Ring [1] (490015)

10 6919.png Token of Honor (6919) per piece. Obtained by completing 16.1 Banquet for Heroes Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the 100128.png Noblesses Refine Ticket (100128) at a price of 10 6919.png Token of Honor (6919)
450124.png Imperial Super Novice Robe [1] (450124)

470019.png Imperial Magic Boots [1] (470019)

480017.png Imperial Magic Manteau [1] (480017)

490018.png Imperial Magic Ring [1] (490018)

10 25155.png Schwarzwald Token of Honor (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 100129.png Imperial Refine Ticket (100129) , at the cost of...
450126.png Grace Super Novice Robe [1] (450126)

470021.png Grace Magic Boots [1] (470021)

480019.png Grace Magic Manteau [1] (480019)

490020.png Grace Magic Ring [1] (490020)

20 25669.png Unknown Parts (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 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
550044.png Paradise Super Novice Staff (550044) Rod Eden Academy, Base Level 100 and above Go back to where you got the Paradise Set and pay Labraham 10 25223.png Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined.
550080.png Freedom Stick [2] (550080) Bioresearch Laboratory, Base Level 100 and above An ancient rod. See the link above for more info on patenting it.
5897.png Ascendant Crown [1] (5897) Upper Headgear Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings A good mid game headgear that provides a lot of bonuses.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
22008.png Temporal DEX Boots [1] (22008) Footgear Old Glast Heim When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

2924.png Int Glove [1] (2924) Accessory Eclage Glove Seller (10 Splendide Coins) This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
2898.png Black Rosary [1] (2898) Nightmare Wraith Dead Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
Expanded Super Novice (175-200)
400054.png Archmage's Courtesy [1] (400054)

400044.png Phantom of Masquerade [1] (400044)

Upper Headgear OS / OS-LT Headgears Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
18874.png Monocle [1] (18874) Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted by the 6396.png Spiritual Auger (6396) .
15377.png Illusion Armor Type B [1] (15377) Armor 17.1 Illusion An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. 39540.png [1] (39540) and two 39535.png [2] (39535) are recommended.
450128.png Automatic Armor Type B [1] (450128) 17.2 Sage Legacy An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between 1000128.png Automatic Modification Module (Magical Force) (1000128) , 1000134.png Automatic Modification Module (Fixed Casting) (1000134) , 1000123.png Automatic Modification Module (Magic Power) (1000123) and 1000168.png Automatic Module (Shadow Spell) (1000168) .
550044.png Paradise Super Novice Staff (550044) Rod Eden Academy, Base Level 100 and above If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
26151.png Rutilus Stick-OS [2] (26151) OS / OSAD Weapons A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
550081.png Patent Freedom Stick [2] (550081) Bioresearch Laboratory An upgraded version of 550080.png Freedom Stick [2] (550080) . Refine it to +7 to gain access to level 5 2449.png Psychic Wave, which will make leveling and killing monsters a lot easier.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory Illusion Silver Guard, Magic Absorber, Glacier Shield or Mad Bunny-LT still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. It may also help in reducing, or even fully negating Lasgand's Earth and Fire element attacks when paired with the right equipment and cards.
28942.png Cursed Knight's Shield [1] (28942)
Cursed Knight Shield
MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)

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 28946.png Purified Knight's Shield [1] (28946) . Obtaining it requires loving pets and showing it too.
460018.png Illusion Silver Guard [1] (460018) Illusion of Twins Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
20934.png Illusion Engine Wing Type B [1] (20934) Garment 17.1 Illusion Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with 39542.png [3] (39542) and 2 39537.png [4] (39537) modules.
480021.png Automatic Engine Wing Type B [1] (480021) 17.2 Sage Legacy Improved version of the Illusion Engine Wing. Choose between 1000136.png Automatic Modification Module (Drain Life) (1000136) , 1000125.png Automatic Modification Module (Fast) (1000125) and 1000126.png Automatic Modification Module (Caster) (1000126) .
22197.png Illusion Leg Type B [1] (22197) Footgear 17.1 Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either 39531.png [5] (39531) for more survivability or 39530.png [6] (39530) for more SP, and 39541.png [7] (39541) .
22238.png Great Hero Boots [1] (22238) An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a 550081.png Patent Freedom Stick [2] (550081) . Try to refine this to +11, then use the 100747.png Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
470023.png Automatic Leg Type B [1] (470023) 17.2 Sage Legacy Improved version of the Illusion Leg. Enchant with the following: 1000147.png Automatic Module (Over Power) (1000147) , 1000151.png [8] (1000151) and 1000135.png Automatic Modification Module (Above All) (1000135) .
32209.png Illusion Battle chip R [1] (32209) Accessory 17.1 Illusion One of the best accessories for this build. Grants MATK +5%. 29545.png Modification Orb (Magic Healing) (29545) and 25680.png Modification Module (Spell) (25680) or 25681.png Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
32210.png Illusion Battle chip L [1] (32210) One of the best accessories for this build. Grants MATK +5%. 29546.png Modification Orb (Magic Soul) (29546) and 25680.png Modification Module (Spell) (25680) or 25681.png Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
490026.png Automatic Battle Chip R [1] (490026) 17.2 Sage Legacy An improved version of the Illusion Battle Chip. Choose between 1000139.png Automatic Modification Module (Magic Soul) (1000139) , 1000115.png Automatic Modification Module (Spell) (1000115) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
490027.png Automatic Battle Chip L [1] (490027) An improved version of the Illusion Battle Chip. Choose between 1000140.png Automatic Modification Module (Power Force) (1000140) , 1000115.png Automatic Modification Module (Spell) (1000115) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
Hyper Novice (200-230)
400263.png Great Magician's Ceremonial Crown-LT [1] (400263)

400265.png Phantom Cap-LT [1] (400265)

Upper Headgear OS / OS-LT Headgears Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
410092.png Cor Core Booster [1] (410092) Middle Headgear Rudus Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with 420003.png CD in Mouth (420003) for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted.
420003.png CD in Mouth (420003) Lower Headgear Boosts all elemental Magic Damage when paired with 410092.png Cor Core Booster [1] (410092) , but try not to auto-whack stuff and trigger Soul Strike and its ACD.
450178.png Grey Wolf Robe [1] (450178) Armor Gray Wolf Equipment An improved version of the Automatic Armor, it gives a large increase in MATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
450207.png Snow Flower Robe [1] (450207) Issgard Equipment A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
550057.png Fortified Rod [2] (550057) Rod Amicitia A level 5 weapon that boosts 5456.png Jupitel Thunderstorm and 5455.png Meteor Storm Buster damage. Try refining this to +8.
550075.png Rutilus Stick-OSAD [2] (550075) OS / OSAD Weapons A stronger and sadder version of the 26151.png Rutilus Stick-OS [2] (26151) , providing better After-Cast Delay reduction, less Variable Cast Time and a permanent 30% boost to Neutral and Fire element damage instead of a random limited-duration buff.
550069.png Glacier Wand (550069) Issgard Equipment A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful 550089.png Dim Glacier Wand [1] (550089) is obtained.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
28946.png Purified Knight's Shield [1] (28946)
Cursed Knight Shield
MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)

The upgraded form of 28942.png Cursed Knight's Shield [1] (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!!!
460005.png Magic Absorber [1] (460005) Geffen Night Arena Increases Magical Damage and provides some MDEF. Can be enchanted. Try getting enchants that ignore the MDEF of Normal or Boss monsters, preferably Boss monsters.
480090.png Grey Wolf Muffler [1] (480090) Garment Gray Wolf Equipment Improved version of the Illusion Engine Wing and Automatic Engine Wing.
480160.png Snow Flower Muffler [1] (480160) Issgard Equipment Improved version of the Gray Wolf Muffler.
480125.png Convertible Magical Wing [1] (480125) Convertible Wings A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
470094.png Hero Boots-LT [1] (470094) Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the 550082.png Freedom Stick-LT [2] (550082) . Try to aim for a +11 Grade C at least.
470088.png Grey Wolf Shoes [1] (470088) Gray Wolf Equipment Improved version of the Illusion Leg and Automatic Leg.
470116.png Snow Flower Shoes [1] (470116) Issgard Equipment Improved version of the Gray Shoes.
490052.png Sinful Sapphire Ring [1] (490052)

490064.png Brilliant Light Sapphire Ring [1] (490064)

Accessory (Right) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
490053.png Sinful Sapphire Necklace [1] (490053)

490065.png Brilliant Light Sapphire Necklace [1] (490065)

Accessory (Left)
Hyper Novice (230-275)
400111.png Vesper Headgear [1] (400111) Upper Headgear Juperos F2 near entrance One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace 25067.png Cast Stone (Garment) (25067) , 25170.png Minor Casting Stone (Garment) (25170) and 1000521.png Minor Casting Stone (Dual) (1000521) for something better.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Verus A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
400002.png Victory Wing Ears [1] (400002) Amicitia (0.05%) A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
420066.png Orbs of Survival-LT (420066) Lower Headgear Equipment Crafting (non-LT)
Various Headgears Reform
Lower headgear that boosts magical damage while reducing variable casting time.
450271.png Dim Glacier Robe [1] (450271) Armor 20 The Immortal An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
550089.png Dim Glacier Wand [1] (550089) Rod Issgard Equipment 2nd best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (6635) to refine.
460040.png Glacier Guard [1] (460040) Shield Episode 20 Easy to get and fully enchant - the rewards from 20 The Immortal is enough to obtain one and fully enchant. Upgrade it to Grade C and refine it to +10. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
480284.png Dim Glacier Muffler [1] (480284) Garment 20 The Immortal This muffler doesn't emit greenhouse gases, but it does emit a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
480233.png Death Rune Manteau [1] (480233) Varmundt's Biosphere A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation.
470198.png Dim Glacier Shoes [1] (470198) Footgear 20 The Immortal A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (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.
470204.png Moan of Corruption [1] (470204) Sunken Ship Climbing and/or moaning noises not included. One of, if not the best footgear due to the FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. Grade A is definitely the best, because SPL is one of the major factors affecting all of the skills' damage.
490304.png Temple Rune Ring [1] (490304) Accessory (Right) Upper Headgear One of the best-in-slot accessories. EXPENSIVE to enchant!
490307.png Temple Magic Ring [1] (490307) Accessory (Left) One of, if not the best-in-slot accessories. EXPENSIVE to enchant!
Hyper Novice 275+
400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) Upper Headgear 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.
400724.png Yorscalp Crown of Judgment [1] (400724) 21 Age of Heroes Probably the best upper headgear for Wind and Water focused builds. While it doesn't pair with 550152.png Time Gap Hyper Staff [2] (550152) , the combo with 300601.png Lee Card (300601) with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) , especially when 313427.png Warrant of Bailiff (313427) 's effects proc, which is almost fully guaranteed because of 5457.png Jack Frost Nova and 5459.png Ground Gravitation's multiple hits.
410233.png Gambler's Seal [1] (410233) Middle Headgear Alice Twisted Madness Get VCT, ACD, MATK or S.MATK enchants.
420213.png Ace of Spades in Mouth (Magical) (420213) Lower Headgear Get INT and S.MATK or VCT. ASPD can be useful for 5460.png Napalm Vulcan Strike-focused builds.
450284.png Engraved Soul Purification Rune Robe [1] (450284) Armor Varmundt's Biosphere Depth The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
450173.png Nebula Robe of Spell [1] (450173) Constellation Tower The best-in-slot armor, but only if all the stars align. 450284.png Engraved Soul Purification Rune Robe [1] (450284) by itself is a lot more powerful, so stick to it in the meantime. But once you obtain the following:

There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast.

550133.png Dimensions Hyper Rod [2] (550133) Rod Depth2 If you're level 250 and above, you can skip 550089.png Dim Glacier Wand [1] (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 5455.png Meteor Storm Buster and 5458.png damage.

When paired with 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) , it greatly boosts 5460.png Napalm Vulcan Strike damage and has a 50% chance to autocast 5220.png Soul Vulcan Strike, but requires high ASPD (175+), ACD reduction (30% and above), and smartcast for maximum effectiveness. 5457.png Jack Frost Nova and 5456.png Jupitel Thunderstorm are still decently strong even if this weapon doesn't buff them at all.

550152.png Time Gap Hyper Staff [2] (550152) Time Gap Weapons Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts 5457.png Jack Frost Nova and 5456.png Jupitel Thunderstorm when paired with 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) .
460020.png Mad Bunny-LT [1] (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 to take advantage of the 300379.png Renovated Upper Rgan (300379) .
460040.png Glacier Guard [1] (460040) Episode 20 The more defensive-oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of 300379.png Renovated Upper Rgan (300379) 's damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. The 10% reduced VCT will come in handy when using the 300522.png Yordos Judge Card (300522) /300529.png Yortus Conjurator Card (300529) combo, while having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
480351.png Circulation of Life Autumn [1] (480351) Garment Garden of Time - Divine Beast's Cloak: Autumn Best-in-slot Garment, becoming even stronger when all the stars align. See the 450173.png Nebula Robe of Spell [1] (450173) above for more info.
470204.png Moan of Corruption [1] (470204) Footgear Sunken Ship Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
490136.png Spell Signet of Star [1] (490136) Accessory (Right) Constellation Tower The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG. When using the 300522.png Yordos Judge Card (300522) /300529.png Yortus Conjurator Card (300529) combo, equipping this is HIGHLY RECOMMENDED due to the VCT reduction from the two 310711.png Star of Spell Lv.5 (310711) enchants. DEX can be reduced to 1, negating the combo's eye-watering SP Cost increase due to Base DEX, which can be used in boosting other stats, while also freeing up some skill points - less points to Owl's Eye can be used elsewhere.
490485.png Signet of Circulation Autumn [1] (490485) 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 480351.png Circulation of Life Autumn [1] (480351) .
Hyper Novice 285+ (Future, currently unobtainable here)
400991.png [9] (400991) Headgear ??? Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills 5456.png Jupitel Thunderstorm and 5457.png Jack Frost Nova. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 550177.png [10] (550177) . Pairing them will result in 5462.png Rule Break granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). 5456.png Jupitel Thunderstorm will autocast Level 5 2453.png Extreme Vacuum on the target. 5457.png Jack Frost Nova will autocast Level 5 5216.png Rain of Crystal where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.
550177.png [11] (550177) Weapon ??? Significantly boosts Wind and Water Magic Damage and the equivalent skills 5456.png Jupitel Thunderstorm and 5457.png Jack Frost Nova. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 400991.png [12] (400991) . The combo's downside is 5462.png Rule Break must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
470337.png Dimension World Spell Shoes [1] (470337) Footgear ??? Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the most likely successor to the 470204.png Moan of Corruption [1] (470204) when fully enchanted. The moaning stops. The wet socks start.
470338.png Dimension World Magic Shoes [1] (470338) ??? Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the most likely successor to the 470204.png Moan of Corruption [1] (470204) when fully enchanted. The moaning stops. The acrid, foul smell starts.
Shadow Equipment
Beginner Shadow Gear Shadow Gear Set @go eden, Lucy Starter shadow set
Advanced Shadow Gear Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 25223.png Eden Coin (25223) per week or 30 25223.png Eden Coin (25223) per piece, 80 25223.png Eden Coin (25223) for the class-specific weapon.
24883.png Full Spell Shadow Armor (24883)
24884.png Full Spell Shadow Shoes (24884)
Shadow Armor, Shadow Shoes Shadow Gear Shadow armor and shoes that increase magical damage.
24753.png Magical Spell Shadow Weapon (24753)
24754.png Magical Spell Shadow Shield (24754)
Shadow Weapon, Shadow Shield Combos with the Magical Spell Armor and Shoes. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance. Grab these two for more power.
24282.png Super Novice Shadow Weapon (24282)
24318.png Super Novice Shadow Shield (24318)
Shadow Weapon, Shadow Shield Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these.

When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to 24753.png Magical Spell Shadow Weapon (24753) and 24754.png Magical Spell Shadow Shield (24754) above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes 5460.png Napalm Vulcan Strike builds stronger due to the ASPD increase compared to 24753.png Magical Spell Shadow Weapon (24753) and 24754.png Magical Spell Shadow Shield (24754) . Meanwhile, 5456.png Jupitel Thunderstorm or 5457.png Jack Frost Nova builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the 300522.png Yordos Judge Card (300522) /300529.png Yortus Conjurator Card (300529) combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta damage quality of life improvements! Enchant with MATK against monster size or ASPD.

24665.png Full Tempest Shadow Earring (24665)
24668.png Full Tempest Shadow Pendant (24668)
Shadow Ring, Shadow Earring Provides full MDEF penetration when both pieces are +9 and above. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance.
24800.png Master Shadow Armor (24800)
24792.png Master Shadow Weapon (24792)
24793.png Master Shadow Shield (24793)
24801.png Master Shadow Shoes (24801)
24802.png Master Shadow Earring (24802)
24803.png Master Shadow Pendant (24803)
Shadow Gear Set Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and SPL.
24946.png Thunder Buster Shadow Armor (24946)
24792.png Master Shadow Weapon (24792)
24793.png Master Shadow Shield (24793)
24947.png Thunder Buster Cannon Shadow Shoes (24947)
24944.png Vulcan Jack Shadow Earring (24944)
24945.png Vulcan Jack Shadow Pendant (24945)
An improved version of the Master Shadow Set, tailored for Magic Hyper Novices. Increases the damage of all skills except Hell's Drive and Ground Gravitation. Enchant with the spell of your choosing and SPL.
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:
Life of Quality Equipment
Item Type Way to obtain Notes
19204.png Racing Cap (Super Novice) [1] (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 2478.png Cart Boost, basically a free 12710.png Guyak Pudding (12710) but can be removed with skills like 92.png Quagmire and 30.png Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate 2478.png Cart Boost for a big speed boost, then switch back to your default headgear.
19154.png Arch Angeling Balloon (19154) Lower Headgear 23135.png Poring Capsule (23135) Increases EXP gained and drop rate by 5%. Enables the use of Level 1 54.png Resurrection. 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 610.png Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
28900.png Royal Guard Shield [1] (28900) Shield 16.1 Banquet for Heroes, 800 6919.png Token of Honor (6919) Enables use of level 1 2315.png Shield Spell, 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 28.png Heal and potions.
2576.png Adventurer's Backpack [1] (2576) of 1013.png Greed Garment of 1013.png Greed Equipment Crafting of 1013.png Greed I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF 1013.png Greed!!! 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 1013.png Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! 1013.png Greed!!11111!
20802.png Teleport Amistr Bag [1] (20802)
20803.png Heal Amistr Bag [1] (20803)
20804.png Greed Amistr Bag [1] (20804)
20805.png Increase Agility Amistr Bag [1] (20805)
20806.png Magnum Break Amistr Bag [1] (20806)
20807.png Endure Amistr Bag [1] (20807)
20808.png Sight Amistr Bag [1] (20808)
Garment Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE perfectly cut scream These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.

Cards and Pets

Cards and Costume Stones
Card Slot Notes
27310.png Plaga Card (27310)

4600.png Lichtern Yellow Card (4600)
4586.png Tikbalang Card (4586)
4597.png Lichtern Blue Card (4597)
4599.png Lichtern Red Card (4599)
4598.png Lichtern Green Card (4598)

Headgear These cards increase elemental damage. Put them in high refine headgears.
  • Plaga: Neutral
  • Green: Earth
  • Tikbalang: Wind
  • Blue: Water
  • Red: Fire
  • Yellow: Ghost
300251.png Plagarion Card (300251)

300259.png Fulgor Card (300259)
300255.png Litus Card (300255)
300257.png Vanilaqus Card (300257)
300256.png Fillia Card (300256)

These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
  • Plagarion: Neutral
  • Fulgor: Earth
  • Litus: Wind
  • Vanilaqus: Water
  • Fillia: Fire
27328.png Birth and Death Card (27328) Early-game card. It can be paired with multiple cards for more bonuses.
300359.png Ice Gangu Card (300359) Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with 300361.png Ice Straw Card (300361) . Works best with Jack Frost Nova.
300174.png Melted Poring Card (300174) If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
4241.png Archangeling Card (4241) Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game.
300308.png Meyer Lugenburg Card (300308) Armor At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a 300424.png Friedrich S. Heine Card (300424) card.
300361.png Ice Straw Card (300361) Increases Water Element Magic Damage. When paired with 300359.png Ice Gangu Card (300359) , MATK +10%. Good for Jack Frost Nova.
300376.png Two Eyes Dollocaris (300376) Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
4023.png Baby Desert Wolf Card (4023) Early-game cheap card which can be paired with the 27328.png Birth and Death Card (27328) for increased MATK.
4392.png Observation Card (4392) When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
300529.png Yortus Conjurator Card (300529) At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is HIGHLY RECOMMENDED to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere.
300472.png [MVP] Demigod Lasgand Card (300472) A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand.
27196.png Nihil M. Heine Card (27196) Weapon Early-mid game card that boosts damage against small monsters.
27289.png Soul Fragment Card (27289) Early-mid game card that boosts damage against Medium-sized monsters.
27286.png Colorful Teddy Bear Card (27286) Early-mid game card that boosts damage against Large monsters.
4394.png Solace Card (4394) When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
27384.png Mutating White Knight Card (27384) Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
300114.png Spell Addicted Plaga Card (300114)

300140.png Abysmal Sropho Card (300140)
300010.png Arch Plasma Card (300010)
27324.png Brinaranea Card (27324)
300124.png Blue Pitaya Card (300124)
27320.png E-EA1L Card (27320)
300106.png Red Pitaya Card (300106)
300009.png Spectrum Plasma Card (300009)

These cards boost elemental damage, especially at high refines.
  • Magic Poisoned Plaga: Neutral.
  • Deep Sea Sropho: Wind, but cheaper
  • Arch Plasma: Wind
  • Brinaranea: Water, but slightly cheaper and without the need for high refines.
  • Blue Pitaya: Water
  • E-EA1L: Fire, but cheaper
  • Red Pitaya: Fire
  • Spectral Plasma: Ghost
300442.png Deadsera Card (300442) Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be.
300455.png Copo Card (300455) A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with 300458.png Icewind Card (300458) , it can also deal magical damage against big bad enemies.
300601.png Lee Card (300601) One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A 400724.png Yorscalp Crown of Judgment [1] (400724) . Significantly boosts 5456.png Jupitel Thunderstorm and 5457.png Jack Frost Nova damage.
27356.png Frozen Gargoyle Card (27356) Shield The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
27385.png Mutating Khalitzburg Card (27385) Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
4413.png Hodremlin Card (4413) Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
300379.png Renovated Upper Rgan (300379) A Hodremlin Card, but better... if your shield is a level 2, like 460040.png Glacier Guard [1] (460040) , and is refined to +12.
27176.png Swamp Cramp Card (27176) Garment A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
300123.png Purple Pitaya Card (300123)

4629.png Arc Elder Card (4629)
300149.png Abysmal Phen Card (300149)
27167.png Faceworm Larva Card (27167)
4657.png Nightmare Ancient Mummy Card (4657)
300372.png Cave Flower Card (300372)

These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
  • Purple Pitaya: Neutral
  • Arc Elder: Earth
  • Deep Sea Phen: Wind
  • Faceworm Larva: Water
  • Nightmare Ancient Mummy: Fire
  • Cave Flower (not implemented): Ghost
300269.png Eldest Card (300269) When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
300273.png Smile Card (300273) When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
300260.png Napeo Card (300260) The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
300375.png One Eye Dollocaris Card (300375) Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation.
300424.png Friedrich S. Heine Card (300424) Best paired with the armor card 300308.png Meyer Lugenburg Card (300308) for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
300521.png Yordos Investigator Card (300521) Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with 300529.png Yortus Conjurator Card (300529) .
300522.png Yordos Judge Card (300522) Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with 300529.png Yortus Conjurator Card (300529) .
27362.png [MVP] Polluted Queen Spider Card (27362) Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this.
4576.png [MVP] Gioia Card (4576) Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this.
27249.png Archi Card (27249) Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the Geffen Magic Tournament.
300177.png Midnight Archi Card (300177) A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the Geffen Night Arena.
4658.png Nightmare Verit Card (4658) Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
27255.png Ordre Card (27255) Good for Wind and Water focused builds.
27253.png Geffen Thief Card (27253) Good for Fire focused builds.
27250.png Dio Anemos Card (27250) Good for Neutral and Earth focused builds.
27179.png Coyote Card (27179) Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
300458.png Icewind Card (300458) At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a 300455.png Copo Card (300455) . Insert this into a Level 2 Footgear, like 470204.png Moan of Corruption [1] (470204) . Again, that pair of shoes does not come with climbing noises.
4077.png Phen Card (4077)

4327.png Bloody Butterfly Card (4327)

Accessory These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
27026.png Fire Condor Card (27026) An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
4577.png Elvira Card (4577)

300222.png Firewind Kite Card (300222)
27125.png Headless Mule Card (27125)
300364.png Calmaring Card (300364)
27161.png Mavka Card (27161)
300216.png Lava Toad Card (300216)
300211.png Ash Toad Card (300211)
27262.png D.Y Card (27262)
300218.png Ashhopper Card (300218)
300006.png Jeweliant Card (300006)
300267.png Crow Baron Card (300267)
300268.png Crow Duke Card (300268)

These cards boost elemental damage.
  • Elvira: Wind and Ghost (20%)
  • Firewind Kite: Wind (35%) Left accessory
  • Headless Mule: Water (20%)
  • Calmaring: Water (35%)
  • Mavka: Fire and Earth (20%)
  • Lava Toad: Fire (35%) Left accessory
  • Ash Toad: Earth (35%) Left accessory
  • Ashhopper: Neutral (35%) Left accessory
  • Dwigh: Neutral (20%)
  • Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with 4336.png Ungoliant Card (4336)
  • Crow Baron (level 200+): Fire and Wind (15%)
  • Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
300243.png Lude Gal Card (300243) Boosts MATK. Use two of these for a more even spread of damage across all elements.
1000857.png Archbishop Stone (Top) (1000857)

1000859.png Archbishop Stone (Low) (1000859)
25709.png Archbishop Stone (Garment) (25709)

Upper costume headgear, low costume headgear, garment costume The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three.
25170.png Minor Casting Stone (Garment) (25170)

25067.png Cast Stone (Garment) (25067)

Garment costume These two reduce Fixed Cast Time by 0.3 and 0.5 seconds respectively. Replace these with something better once your equipment can substantially reduce Fixed Cast Time.
1001329.png Super Novice Stone (Low) (1001329) Lower costume headgear This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me!
1001327.png Super Novice Stone (Top) (1001327)

25454.png High Wizard Stone (Mid) (25454)
1001326.png Super Novice Stone (Garment) (1001326)

Upper costume headgear, mid costume headgear, garment costume Using these costume stones grants access to Judex. High Wizard Stone increases Judex's damage. It can help make leveling more tolerable, especially at level 150 when paired with a +7 550081.png Patent Freedom Stick [2] (550081) .
1001327.png Super Novice Stone (Top) (1001327)

1001328.png Super Novice Stone (Mid) (1001328)
1001329.png Super Novice Stone (Low) (1001329)
1001489.png Hyper Novice Stone (Garment) (1001489)

Upper costume headgear, mid costume headgear, low costume headgear, garment costume The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits. However, reports of an upcoming skill may slightly reduce this combo's effectiveness, as it requires level 5 Self Study Tactics from the Physical Tree. Be a more powerful glass cannon, or a more tanky kind of mage with slightly less damage.
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.

  • 9104.png Roween Egg (9104) : MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
  • 9089.png Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
  • 9088.png Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
  • 9134.png White Knight Egg (9134) : MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a 9133.png Mutated White Knight Egg (9133) to get this. The best pet for this build.

Tips and Tricks

Leveling (WIP)
WORK IN PROGRESS, placeholder, may contain suboptimal info

Path 1: Questing Route

Path 2: GaoSuper (1-200) Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon.
HAIL GAOSUPER!!!

Timestamps and explanations (currently simplistic, will add more details later):

  • 0:00 - character creation
  • 0:20 - start, beginner quest
  • 1:55 - Stat distribution (/dex+ 99), Payon Dungeon
  • More coming soon!
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.


Super Novice:

  • Super Novice has absolutely atrocious HP and SP pools until level 99. Without the help of equipment and costumes like 20307.png C. Beginner Cap (20307) , your HP and SP will be less than 1000 and 300 respectively. Because of this, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere ~1000 HP. It's better to evade attacks instead of taking a hit with such low HP.
  • Focus more on hit-and-run tactics by leveling up quick-cast skills like 17.png Fire Ball instead of slow-casting bolt spells.
  • Skills like 12.png Safety Wall and 25.png Pneuma 25.png Pneuma iei will help you survive in dangerous situations but will cost a lot of skill points. It will be useful for quite a long time, even all the way until you're a Hyper Novice if you use them well.
  • DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
  • Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
  • Always be on the move! Keep moving, don't get hit, and survive! Once you reach Base Level 99, you'll get an extra +2000 Max HP for your troubles.
  • Don't upgrade to Ex. Super Novice until you reach Job Level 99.


Ex. Super Novice

  • This is the deadly part, and I think a lot of people who try the class will give up here. The struggle IS REAL especially if Hyper Novice is the first or one of the first characters you make. Correct me if I'm wrong though!
  • Soloing isn't too difficult from 100-150, then the difficulty ramps up quickly at 150 onwards due to the lack of strong 3rd job skills. Level 5 2449.png Psychic Wave will make life a lot easier, but it needs a +7 550081.png Patent Freedom Stick [2] (550081) , and it can be obtained here: Ancient Hero / Patent / Hero-LT Weapons. Once you break through this challenging phase, especially if you don't have 550081.png Patent Freedom Stick [2] (550081) , you'll feel a MASSIVE surge of power once you become a Hyper Novice and reach Job Level 7 and above.
  • As you gain levels, allocate more points to DEX in order to reduce VCT (Variable Cast Time) as much as possible, with INT not far behind. It is highly recommended to do the episode quests listed above, as they'll give you access to equipment sets that can reduce your VCT by up to 10% (Grace Set) and FCT (Fixed Cast Time) by 0.5 seconds, which is very helpful considering the long 1.5-second FCT of AoE skills like 89.png Storm Gust and 85.png Lord of Vermilion, and the even more abhorrent VCT of some skills reaching up to freaking 6.3 seconds! At least it isn't as bad as Fenrir, who can take a full minute to cast 2454.png Varetyr Spear.
  • AGI is still your primary survival stat, but some VIT can now help with a much better HP pool. Most monsters up to level 200 can have up to around ~550 Hit at most. Try to have 550 Flee or more if possible. Type @mi monstername for more info on a particular monster.
    • If Hit - Flee = 100 or more, you'll ALWAYS be hit.
    • But even if you think having tons of FLEE is going to work, it isn't, because there is a FLEE PENALTY. If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters.
  • In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.


Hyper Novice

Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.


Buffing rotation:
Every 90 seconds: 74.png Magnificat, 66.png Impositio Manus, 2315.png Shield Spell, 2478.png Cart Boost in any order
Every 180 seconds: 45.png Improve Concentration, 34.png Blessing, 29.png Increase Agility, then 74.png Magnificat, 66.png Impositio Manus, 2315.png Shield Spell, 2478.png Cart Boost, in any order
To make buffing rotations easier, you can remove one or more of the following skills, indicated by a slash. 2478.png Cart Boost cannot be removed, unless you have an oversupply of 12710.png Guyak Pudding (12710) . If you have sufficient SP regeneration or a lot of SP potions, remove 74.png Magnificat. If you think MATK+25 is too insignificant, remove 66.png Impositio Manus. If you have HP regeneration, sufficient healing, or lots of HP potions, remove 2315.png Shield Spell.


Skill rotation 1:
5457.png Jack Frost Nova build based on the skill build above with end-game gear - 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + 550152.png Time Gap Hyper Staff [2] (550152) combo.
This rotation requires at least 30% ACD and 160 ASPD. The idea is to cram as many skills as possible within the duration of 5457.png Jack Frost Nova. This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.
(Start) 5457.png Jack Frost Nova > 5456.png Jupitel Thunderstorm > 5459.png Ground Gravitation > 5458.png Hell's Drive > 5456.png Jupitel Thunderstorm ---> 5457.png Jack Frost Nova > 5458.png Hell's Drive > 5456.png Jupitel Thunderstorm > 5458.png Hell's Drive > 5458.png Hell's Drive (End)(Repeat)


Skill rotation 2:
5457.png Jack Frost Nova build based on the skill build above with late-game gear - fully enchanted 550089.png Dim Glacier Wand [1] (550089) with 400111.png Vesper Headgear [1] (400111) .
This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.
(Start) 5457.png Jack Frost Nova > 5456.png Jupitel Thunderstorm >5459.png Ground Gravitation > 5458.png Hell's Drive x3 ---> 5457.png Jack Frost Nova > 5456.png Jupitel Thunderstorm > 5458.png Hell's Drive x4 (End)(Repeat)


Skill rotation 3 (WIP):
5460.png Napalm Vulcan Strike build - 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + 550133.png Dimensions Hyper Rod [2] (550133) combo.
Start with an opener to soften up the mobs a bit, followed by spamming the skill until the opener's duration ends. Spray enemies with a barrage of angry thoughts. If 400545.png Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + 550133.png Dimensions Hyper Rod [2] (550133) are equipped, add angry souls to the mix. When in actual combat, adjust accordingly.
(Start) 5457.png Jack Frost Nova or 5459.png Ground Gravitation then spam 5460.png Napalm Vulcan Strike (End)(Repeat)


Strategy Depth 1
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.

1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.

2 - Use 23204.png Brilliant Protection Scroll (23204) so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). 50035.png The One Potion (50035) is even better.

3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.

  • Enemy no. 1 - Lava Toads. If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast 479.png Full Chemical Protection, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
  • Enemy no. 2 - Fatums. They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with 20.png Lightning Bolt, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
  • Enemy no. 3 - The Waterborne, Kapha and Anolian. Kapha usually doesn't initiate with 86.png Water Ball, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, 136.png Sonic Blow, 2447.png Diamond Dust, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
  • Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail. These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
  • Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast 92.png Quagmire, removing 29.png Increase Agility, 45.png Improve Concentration, and 2478.png Cart Boost and reducing DEX and AGI. Really annoying because you need to recast those skills, but 12710.png Guyak Pudding (12710) fixes that problem. Pom Spiders can occasionally cast 405.png Spider Web (Fiber Lock) when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
  • Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's 18.png Fire Wall.
Strategy Depth 2
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.

1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP.

2 - Use 23204.png Brilliant Protection Scroll (23204) so you won't get 1-shot by Moskrillos and Salamanders. 50035.png The One Potion (50035) is significantly better.

3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.

  • Enemy no. 1 - Salamanders. KILL ON SIGHT, even if they're alone! These annoying fire lizards are almost always the main reason for dying here due to Earthquake. But if they don't cast Earthquake first, then their CRIT Attack is almost a guaranteed kill. Again, KILL ON SIGHT!!!
  • Enemy no. 2 - The Graspers/Pullers, Frozen Gargoyle and Ancient Tree. In a place where mobs hit like a truck with a serious urge to isekai, and can occasionally "combo" with the Fiber Lockers, getting pulled to the wrong place at the wrong time can be certain death. Kill these two, especially the more dangerous and Grasp-Happy Gargoyle that can cast 88.png Frost Nova.
  • Enemy no. 3 - The Windborne Moskrillo and Blue Acidus. Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful 20.png Lightning Bolt and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast 21.png Thunder Storm and 84.png Jupitel Thunder in quick succession.
  • Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr because my goodness, they cast 405.png Spider Web (Fiber Lock) like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around.


  • Enemy no. 5 - Naga. They have 57.png Brandish Spear, but 86.png Water Ball is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball.
  • Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so.
  • Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage.


Physical

File:PhysHN .jpg
Physical build Hyper Novice treating dangerous monsters as if they're bowling pins.
File:PhysHN .jpg
Placeholder screenshot

For a better and more comprehensive guide on Physical Build Hyper Novices, check out Melee Hyper Novice Guide by Jetago

(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.

Stats and Traits

Stat Amount Notes
STR 100-120 Main stat. Increases ATK and carrying capacity.
AGI 60-100 Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. Try to get 100 total AGI for full immunity against Bleeding and Sleep.
VIT 70-80 Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun.
INT 70-80 Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
DEX 60-80 / 120 (Ranged Hyper Novice builds) Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max.
LUK 60-80 / 120-125 (Mega Sonic Blow builds) Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 (or 125 with 300261.png Galensis Card (300261) ) to get as much CRIT Rate as possible while waiting for level 275 to access the Super Novice chant (see Hidden Skills above).
Trait Amount Notes
POW 110 Primary trait. Max this for the highest possible damage.
STA Optional If more RES is needed and there are still some points to spare, grab a few points here.
WIS Optional If more MRES is needed and there are still some points to spare, grab a few points here.
SPL 0 Absolutely unnecessary, because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying.
CON 72-110 Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait.
CRT 72-110 Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. Also buffs Heal, resulting in some potions saved.

Skills

Skills: Physical

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.

Skill Level Notes
Super Novice
48.png Double Attack Optional At level 10, add a 70% chance to double attack while increasing Hit by 10%.

Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.

50.png Steal 5 Steal items from one target. Prerequisite for Hiding.
51.png Hiding 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.
28.png Heal 3 Mainly for self-healing purposes.
29.png Increase Agility 10 At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).

Makes you evade most physical attacks better, move faster and attack quicker. Max this one.

31.png Aqua Benedicta 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.
34.png Blessing Optional Makes you hit harder and more accurately. Optional.
9.png Increase SP Recovery 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.
45.png Improve Concentration 10 At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).

Your main source of DEX and AGI at higher levels. Max this.

24.png Ruwach 1 Reveals and deals Holy Element magic damage to hidden enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for items that enable it!
11.png Napalm Beat Optional Prerequisite for Soul Strike and Safety Wall.
13.png Soul Strike Optional Prerequisite for Safety Wall.
12.png Safety Wall Optional 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!

Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.

Expanded Super Novice
210.png Snatcher (Gank) 4 Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
213.png Tunnel Drive (Stalk) 2 Moving while hiding makes escaping or positioning for a raid easier.
211.png Steal Coin (Mug) 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.
212.png Back Stab 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.
213.png Tunnel Drive (Stalk) 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.

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.

66.png Impositio Manus 3 Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
68.png Aspersio 1-5 Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
90.png Earth Spike Optional Prerequisite for Quagmire.
91.png Optional Prerequisite for Quagmire.
92.png 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.
5075.png Breakthrough 5 More HP, SP and received healing is always better. Max this.
5076.png Angel, Help me! 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.
5077.png Transcendence Optional More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
Hyper Novice (WIP)
5449.png 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.
5451.png 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.
5452.png 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.
5453.png 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.
5454.png 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.
5461.png Breaking Limit 1 Significantly increases the damage of all skills in the Physical tree.

Equipment

Equipment

You can use Eden Gear or choose from the list below...

Item Type Way to obtain Notes
Super Novice
34805.png [13] (34805) Chest Eden Academy, Base Level 10 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.
5119.png Super Novice Hat [1] (5119) Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
2340.png Novice Breastplate [1] (2340) Armor Yuno - King's Shop 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 (2352.png Tattered Novice Ninja Suit (2352) ).
15012.png Puente Robe [1] (15012) Armor Orc Lady Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
2355.png Angelic Protection [1] (2355) Armor Eclipse 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.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory 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.
2183.png Modified Angelic Guard [1] (2183) Shield Mastering Part of the Angel's Set.
2512.png Novice Manteau [1] (2512) Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
20710.png Modified Angel's Cardigan [1] (20710) Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
2416.png Novice Shoes [1] (2416) Footgear Lighthalzen Armory Starter Shoes. Gives an HP boost.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Vocal Part of the Angel's Set. HP +100.
2628.png Novice Armlet [1] (2628) Accessory Izlude Armor Dealer Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
2607.png Clip [1] (2607) Accessory Dragon Fly Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
Expanded Super Novice (99-175)
35108.png [14] (35108) Chest Eden Academy, Base Level 100 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 25223.png Eden Coin (25223) to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
450122.png Noblesse Super Novice Robe [1] (450122)

470017.png Noblesse Magic Boots [1] (470017)

480014.png Noblesse Magic Manteau [1] (480014)

490015.png Noblesse Magic Ring [1] (490015)

Equipment Set 10 6919.png Token of Honor (6919) per piece. Obtained by completing the account-wide 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 100128.png Noblesses Refine Ticket (100128) at a price of 10 6919.png Token of Honor (6919)
450124.png Imperial Super Novice Robe [1] (450124)

470019.png Imperial Magic Boots [1] (470019)

480017.png Imperial Magic Manteau [1] (480017)

490018.png Imperial Magic Ring [1] (490018)

Equipment Set 10 25155.png Schwarzwald Token of Honor (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 100129.png Imperial Refine Ticket (100129) , at the cost of...
450126.png Grace Super Novice Robe [1] (450126)

470021.png Grace Magic Boots [1] (470021)

480019.png Grace Magic Manteau [1] (480019)

490020.png Grace Magic Ring [1] (490020)

Equipment Set 20 25669.png Unknown Parts (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 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
450185.png Advanced Paradise Suit (450185)

470069.png Paradise Luxury Boots (470069)

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.
510039.png Paradise Super Novice Dagger (510039) 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.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
5358.png Pecopeco Wing Ears (5358) Mid Headgear Gold Coins Adds a little bit of AGI and MDEF for slightly increased survivability.
15068.png Advanced Angelic Protection [1] (15068) Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

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.

15116.png Airship Armor (15116) Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
28705.png Crimson Dagger [2] (28705) 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).
16040.png Crimson Mace [2] (16040) 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).
2183.png Modified Angelic Guard [1] (2183) Shield Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set.
2113.png Novice Shield [1] (2113) 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.
20710.png Modified Angel's Cardigan [1] (20710) Garment Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
20743.png Airship Manteau [1] (20743) Garment Airship Assault An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
22046.png Airship's Boots (22046) Footgear Airship Assault Use this to complete the Airship set. Gives an ASPD boost.
2921.png Dex Glove (2921) Accessory Eclage Glove Seller (10 Splendide Coins) 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.
175-200
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines.
18874.png Monocle [1] (18874) Mid Headgear Owl Viscount, Owl Marquees 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 6396.png Spiritual Auger (6396) .
5361.png Gangster Scarf (5361) Lower Headgear Cash Shop

Custom Headgear Quests

Gives ATK+5.
15376.png Illusion Armor Type A [1] (15376) Armor Illusion 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 39540.png [15] (39540) and two 39534.png [16] (39534) .
510039.png Paradise Super Novice Dagger (510039) 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 two glaring downsides - no slots and it can't be refined.
16043.png Meteor Strike [2] (16043) 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.
16040.png Crimson Mace [2] (16040) 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!
500007.png Hypocrisy Machine [3] (500007) 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.
510071.png Patent Blessed Knife [2] (510071) 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 2284.png Fatal Menace 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.
2113.png Novice Shield [1] (2113) Shield 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.
460017.png Illusion Guard [1] (460017) Shield Illusion of Twins Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
28942.png Cursed Knight's Shield [1] (28942) 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.
20718.png Gigant Snake Skin [1] (20718) Garment Faceworm's Nest 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.
20933.png Illusion Engine Wing Type A [1] (20933) Garment Illusion Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Enchant it with 1 39537.png [17] (39537) and 2 39539.png [18] (39539) .
2576.png Adventurer's Backpack [1] (2576) Garment Gold Coins for the Vending Machine (@go 36), Monster Hunter Shop, Valor Badges from Battlegrounds When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
22011.png Temporal LUK Boots [1] (22011) Footgear Old Glast Heim

Temporal Boots

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!

22196.png Illusion Leg Type A [1] (22196) Accessory Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either 39531.png [19] (39531) for more survivability or 39530.png [20] (39530) for more SP, and 39550.png [21] (39550) or 39551.png [22] (39551) for increased damage.
22238.png Great Hero Boots [1] (22238) Footgear 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 510071.png Patent Blessed Knife [2] (510071) . Try to refine this to +11, then use the 100747.png Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
2963.png Physical Enhancer Ring [1] (2963) Accessory Geffen Magic Tournament ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
52228.png [23] (52228) Accessory Fall of Glast Heim ATK +10%. ATK +25 and Hit +10 when equipped with King Schmidt's Suit and Manteau. When paired with 4877.png Speed of Light (4877) , 29587.png Flash (29587) and 4864.png Fatal Lv2 (4864) are recommended enchants to further boost CRIT damage.
42207.png [24] (42207) Accessory Illusion ATK +5%. 25696.png Modification Module (Drain Life) (25696) , 25681.png Modification Module (Attack Speed) (25681) and 25682.png Modification Module (Fatal) (25682) are recommended enchants.
42208.png [25] (42208) Accessory Illusion ATK +5%. 39544.png [26] (39544) , 25681.png Modification Module (Attack Speed) (25681) and 25682.png Modification Module (Fatal) (25682) are recommended enchants.
24318.png Super Novice Shadow Shield (24318) Shadow Gear High Rank Shadow Gear 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.
24282.png Super Novice Shadow Weapon (24282) Shadow Gear High Rank Shadow Gear 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.
Hyper Novice (WIP)
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop 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.
34281.png [27] (34281) Headgear Endeavor Tokens shop in @go 50, 2nd floor 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 35160.png [28] (35160) for 3 32417.png [29] (32417) a piece, because it will refine them to +7 - 10 at random.
34278.png [30] (34278)

34280.png [31] (34280)
34284.png [32] (34284)

Headgear 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 35160.png [33] (35160) for 3 32417.png [34] (32417) a piece, because it will refine them to +7 - 10 at random.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Requires a non-slotted 410079.png Deep Blue Sunglasses (410079) and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants.
400002.png Victory Wing Ears [1] (400002) Middle Headgear Requires a non-slotted 400001.png Victory Wing Ears (400001) and 6396.png Spiritual Auger (6396) 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.
18754.png Blood Sucker (18754) Lower Headgear 28620.png [35] (28620) 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.
450127.png Automatic Armor Type A [1] (450127) Armor 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 1000134.png Automatic Modification Module (Fixed Casting) (1000134) , 1000122.png Automatic Modification Module (Attack Power) (1000122) , 1000129.png Automatic Modification Module (Attacker Force) (1000129) , 1000131.png Automatic Modification Module (Critical Force) (1000131) .
510054.png Fortified Edge [2] (510054) Dagger Broken Security Beta, Verporte A level 5 weapon that boosts 5451.png Double Bowling Bash damage. Refine this to +8.
510039.png Paradise Super Novice Dagger (510039) Dagger Eden Group 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.
500007.png Hypocrisy Machine [3] (500007) 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 infinity +11 and beyond.
510072.png Blessed Knife-LT [2] (510072) Dagger Ancient Hero 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 470094.png Hero Boots-LT [1] (470094)

This part needs testing: +11 Blessed Knife-LT vs +12 Hypocrisy Machine, so this is purely theory and speculation: Unless you have a 28946.png Purified Knight's Shield [1] (28946) with the "Remove Size Penalty" enchant or 24150.png Infinity Shadow Earring (24150) and 24151.png Infinity Shadow Pendant (24151) 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.

500046.png Poenitentia Orbis [2] (500046) One-Handed Sword Tomb of Remorse A sword that boosts 5453.png Shield Chain Rush and 5451.png Double Bowling Bash damage, especially at higher refines and grades.
2113.png Novice Shield [1] (2113) Shield 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.
460017.png Illusion Guard [1] (460017) Shield Illusion of Twins Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
28946.png Purified Knight's Shield [1] (28946) Shield Cash Shop 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 510072.png Blessed Knife-LT [2] (510072) as your main weapon.
460018.png Illusion Silver Guard [1] (460018) Shield Cash Shop 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.
480020.png Automatic Engine Wing Type A [1] (480020) Garment Sage's Legacy 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 1000125.png Automatic Modification Module (Fast) (1000125) , 1000127.png Automatic Modification Module (Critical) (1000127) and 1000143.png Automatic Modification Module (All Force) (1000143) .
480124.png Convertible Physical Wing [1] (480124) Garment Sunken Sands 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.
480197.png Convertible Critical Wing [1] (480197) Garment Sunken Sands 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.
470022.png Automatic Leg Type A [1] (470022) Shoes Sage's Legacy Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Choose between 1000119.png Automatic Modification Module (Vital) (1000119) , 1000120.png Automatic Modification Module (Mental) (1000120) , 1000135.png Automatic Modification Module (Above All) (1000135) , 1000149.png Automatic Module (Lucky Strike) (1000149) or 1000150.png [36] (1000150) for increased damage.
470094.png Hero Boots-LT [1] (470094) Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the 510072.png Blessed Knife-LT [2] (510072) . Try to aim for a +11 Grade C at least.
490024.png Automatic Booster R [1] (490024) Accessory Sage's Legacy Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between 1000137.png Automatic Modification Module (Drain Soul) (1000137) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000117.png Automatic Modification Module (Fatal) (1000117) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
490025.png Automatic Booster L [1] (490025) Accessory Sage's Legacy Improved version of the Illusion Booster. ATK +5% and MSP +5%. 1000138.png Automatic Modification Module (Magic Healing) (1000138) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000117.png Automatic Modification Module (Fatal) (1000117) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
24619.png Super Power Shadow Weapon (24619) Shadow Gear Ancient Laboratory 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.

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.

24318.png Super Novice Shadow Shield (24318) Shadow Gear go 15 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.
24150.png Infinity Shadow Earring (24150)

24151.png Infinity Shadow Pendant (24151)

Shadow Gear go 15 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.
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:
Life of Quality Equipment
Item Type Way to obtain Notes
19204.png Racing Cap (Super Novice) [1] (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 2478.png Cart Boost, basically a free 12710.png Guyak Pudding (12710) but can be removed with skills like 92.png Quagmire and 30.png Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate 2478.png Cart Boost for a big speed boost, then switch back to your default headgear.
19154.png Arch Angeling Balloon (19154) Lower Headgear 23135.png Poring Capsule (23135) Increases EXP gained and drop rate by 5%. Enables the use of Level 1 54.png Resurrection. 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 610.png Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
28900.png Royal Guard Shield [1] (28900) Shield 16.1 Banquet for Heroes, 800 6919.png Token of Honor (6919) Enables use of level 1 2315.png Shield Spell, 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 28.png Heal and potions.
2576.png Adventurer's Backpack [1] (2576) of 1013.png Greed Garment of 1013.png Greed Equipment Crafting of 1013.png Greed I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF 1013.png Greed!!! 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 1013.png Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! 1013.png Greed!!11111!
20802.png Teleport Amistr Bag [1] (20802)
20803.png Heal Amistr Bag [1] (20803)
20804.png Greed Amistr Bag [1] (20804)
20805.png Increase Agility Amistr Bag [1] (20805)
20806.png Magnum Break Amistr Bag [1] (20806)
20807.png Endure Amistr Bag [1] (20807)
20808.png Sight Amistr Bag [1] (20808)
Garment Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE perfectly cut scream These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.

Cards and Pets

Cards and Costume Stones
Card Slot Notes
4468.png Dark Pinguicula Card (4468)

4458.png Duneyrr Card (4458)

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.
30150.png [37] (30150) 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.
40015.png C. Tag EM (40015) 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.
27328.png Birth and Death Card (27328) 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.

27288.png Pitman Worker Card (27288) Armor Early-mid game card. Increases Hit and ATK.
4393.png Shelter Card (4393) Armor Every 18 Base STR = +1 INT. When paired with Template:C, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
4392.png Observation Card (4392) Armor Every 18 Base VIT = +1 DEX. When paired with Template:C, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
300310.png Helmut Lugenburg Card (300310) 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 Template:C for melee builds or Template:C 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.
4082.png Desert Wolf Card (4082) Weapon 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.
4117.png Sidewinder Card (4117) Weapon Enables Double Attack when using non-dagger weapons, scaling by the level learned.
4115.png Hunter Fly Card (4115) 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.
31024.png Immortal Cursed Knight Card (31024) 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.
27339.png Ghostring of Chaos Card (27339) 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.
300231.png Diligent Soldier Andre Card (300231) 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?
300420.png Labyrinth Berzebub Card (300420) 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.
4608.png White Knight Card (4608) 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.
300263.png Rekenber Guard Card (300263) Weapon 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.
4609.png Khalitzburg Knight Card (4609) 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.
300240.png Gan Ceann Card (300240) Shield A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
4413.png Hodremlin Card (4413) 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.
4588.png Wakwak Card (4588) Garment Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
27176.png Swamp Cramp Card (27176) 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.
300271.png Happy Card (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 Template:C and every 40 Base STR.
300270.png Empathize Card (300270) 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 Template:C and every 40 Base DEX.
300422.png Catherine Gaebolg Card (300422) 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 Template:C 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.
300426.png Crux Findel Card (300426) 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 Template:C 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.
27249.png Archi Card (27249) Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
27251.png Geffen Gangster Card (27251) Footgear Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
27252.png Geffen Thug Card (27252) Footgear Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
27258.png Ipodus Card (27258) Footgear ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the Geffen Magic Tournament.
27256.png Blut Hase Card (27256) Footgear ATK+3%, increases long ranged physical damage by 5%. Obtained at the Geffen Magic Tournament. Good for ranged builds.
30144.png [38] (30144) Footgear ATK +4 every 15 Base STR. When combined with 30150.png [39] (30150) , increases Critical Damage by 15%.
27183.png Gigantes Card (27183) Accessory ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
300108.png Sewage Venenum Card (300108) Accessory Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with 27172.png Scimitar Cowraiders Card (27172) and 300097.png Aries Card (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.
27171.png Revolver Cowraiders Card (27171) 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.
27170.png Shotgun Cowraiders Card (27170) 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.
300242.png Ghost Cube Card (300242) 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, smash, pierce and blow.
25207.png Enhanced SP Absorb Stone (Top) (25207)

25208.png Enhanced SP Absorb Stone (Garment) (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.
25210.png Enhanced HP Absorb Stone (Top) (25210)

25209.png Enhanced HP Absorb Stone (Garment) (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.
1000377.png Melee Stone (Top) (1000377)

1000378.png Melee Stone (Mid) (1000378)
1000379.png Melee Stone (Low) (1000379)

Upper costume headgear, middle costume headgear, lower costume headgear These three boost melee damage.
25304.png Critical Stone (Top) (25304)

25060.png Critical Stone (Mid) (25060)
25305.png Critical Stone (Low) (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.
1000375.png Ranged Stone (Top) (1000375)

25061.png Ranged Stone (Mid) (25061)
1000376.png Ranged Stone (Low) (1000376)

Upper costume headgear, middle costume headgear, lower costume headgear These three boost ranged damage.
1001328.png Super Novice Stone (Mid) (1001328) Mid costume headgear This mid headgear costume stone is not yet implemented.
25710.png Paladin Stone (Top) (25710)

25492.png Stalker Stone (Low) (25492)
1001326.png Super Novice Stone (Garment) (1001326)

Upper costume headgear, lower costume headgear, garment costume 2005.png Dea Staff [1] (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.
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.
  • 9002.png Drops Egg (9002) : Hit+3, ATK+3
  • 9005.png Picky Egg (9005) : STR+1, ATK+5
  • 9090.png Little Isis Egg (9090) : ATK+4%
  • 9097.png Diabolic Egg (9097) : ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
  • 9098.png Earth Deleter Egg (9098) : AGI+3, ASPD+3% (delay after attack)
  • 9052.png Incubus Egg (9052) : Add a 3% chance to drain SP based on 1% of the damage dealt.
  • 9055.png Succubus Egg (9055) : Add a 3% chance to drain HP based on 5% of the damage dealt.
  • 9121.png Orc Hero Egg (9121) : ATK+7%, Crit Damage +3% when loyal
  • 9126.png Kiel-D-01 Egg (9126) : ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds

Tips and Tricks

Strategy (WIP)
The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.


Super Novice:

  • You can focus on hard-hitting skills like Bash and Mammonite, or deal sustained damage over time with Double Attack. Both can be amplified with Provoke and Magnum Break.
  • Like in the Mage build above, Safety Wall will still be your wall of safety in dangerous situations if you wish to have it, but it will cost a lot of skill points.
  • Go for a more or less even spread of STR, AGI and DEX, with AGI and DEX being a little higher for increased survivability and actually landing hits. Add some INT to the side for SP Recovery and better Heals. Put remaining points into VIT or LUK, whichever is preferable.
  • Watch your surroundings and always be ready to move out of harm's way. Archer-type monsters will can snipe from a distance and will often land hits, while mage-types like Evil Druid can cast a spell out of nowhere, and it can be potentially fatal.

When in a party... I have writer's block.


Ex. Super Novice When soloing, I get writer's block!

In a party setting, I also get writer's block!


Hyper Novice WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.


Hybrid (Experimental Alice Hard tentacle farmer, meme in progress)

A really brave and foolish Hyper Novice attempts Alice Hard. This build is so meme omg ahahahahahahaha!
Equipment swapping (ALT+D) made this possible. Notice the Physical equipment is significantly weaker compared to the Magical one. Adjusting stats somewhat compensates for this. The stats not shown in the screenshot are: 112 STR, 102 AGI, 100 VIT, 100 INT, 100 DEX, 100 LUK, 110 POW, 0 STA WIS SPL, 110 CON, 72 CRT. Pet used is Succubus for HP leech. There is 0 SPL because the magic equipment is way more than enough to clear the Spades.

(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg...

Stats and Traits

Stat Amount Notes
STR 100+ or 120 Depending on which gears are less powerful, adjust STR or INT accordingly.
AGI 80+ Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
VIT 80+ Increases Max HP while reducing the chances of getting inflicted by Poison.
INT 100+ or 120 Depending on which gears are less powerful, adjust STR or INT accordingly.
DEX 100+ or 1-9 DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10.
LUK 80+ Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow.
Trait Amount Notes
POW 0-110 Adjust POW or SPL accordingly depending on which gears are less powerful.
STA 0 No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or skills like Autoguard.
WIS 0 No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF.
SPL 0-110 Adjust POW or SPL accordingly depending on which gears are less powerful.
CON 50-110 Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate.
CRT 50-80 Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using 5452.png Mega Sonic Blow

Skills

Skills: Super Novice
Skill Level Notes
Super Novice
19.png Fire Bolt 4 Prerequisite for Fireball.
17.png Fire Ball 6-10 Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game.
10.png Sight 1 Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
14.png Cold Bolt 5 Prerequisite for Frost Diver.
15.png Frost Diver 1 Prerequisite for Storm Gust.
20.png Lightning Bolt 4 Prerequisite for Thunderstorm and Jupitel Thunder.
21.png Thunder Storm 1 Prerequisite for Lord of Vermillion.
11.png Napalm Beat 1 Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
16.png Stone Curse 1 Prerequisite for Earth Spike.
9.png Increase SP Recovery 5-10 Compensates for the Super Novice's very low SP pool.
28.png Heal 3-10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
12.png Safety Wall Optional Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking 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!
43.png 3 Prerequisite for Vulture's Eye.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
81.png Sightrasher 2 Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
83.png Meteor Storm 10 Bombards an area with meteors, dealing Fire Element damage.
89.png Storm Gust 1 or 10 Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired.

Notice: The skill has a tendency to push enemies to the upper right at the default orientation.

84.png Jupitel Thunder 5-10 An improved version of Lightning Bolt with an added knockback and removed cooldown.
85.png Lord of Vermilion 10 This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png 1-5 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
66.png Impositio Manus Optional Provides additional Weapon ATK and MATK to you and the whole party.
74.png Magnificat 5 Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
249.png Auto Guard Optional If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When 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.
5075.png Breakthrough Optional Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.

After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.

Skills: Hyper Novice (Example build - Jack Frost Nova)
There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
Skill Level Notes
Super Novice
9.png Increase SP Recovery 10 Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
28.png Heal 10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase Agility 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
12.png Safety Wall Optional Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking 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!
43.png 10 Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
44.png 1 Prerequisite for Attention Concentrate.
45.png Improve Concentration 10 Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
66.png Impositio Manus Optional Provides additional ATK and MATK to you and the whole party.
74.png Magnificat Optional Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
249.png Auto Guard Optional If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
5076.png Angel, Help me! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When 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.
5075.png Breakthrough 5 Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
108.png Repair Weapon 1 Requires level 1 105.png Hilt Binding and level 1 107.png Weaponry Research

Repairs weapons AND ARMORS. Bring a few Steel and Rough Oridecon just in case so you don't have to go back to your save point or ask a Meister for repairs. Quality of life! Sad that it doesn't repair equipment broken by refining though.

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

Skill Level Notes
Hyper Novice
248.png Faith 7 or 9 Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
5455.png Meteor Storm Buster 5 or 8 The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 2.5 seconds
No Aftercast Delay

5456.png Jupitel Thunderstorm 9 Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds
Very short Aftercast Delay

5457.png Jack Frost Nova 10 A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Short Aftercast Delay

5458.png 5 or 10 An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.

Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10 Short-ish Aftercast Delay

5459.png Ground Gravitation 7 An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Significant Aftercast Delay! Be careful when using this skill!

5460.png Napalm Vulcan Strike 5 A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.

Fixed Cast Time: 1 seconds
Skill cooldown: 0.3 seconds
Short Aftercast Delay

5462.png Rule Break Optional The Mage Tree's AP skill significantly increases the damage of all skills for 5 minutes. However, because it uses up A LOT of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.

Equipment

Equipment
Super Novice
Item Type Way to obtain Notes
Paradise Set Chest Eden Academy, Base Level 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 better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
5119.png Super Novice Hat [1] (5119) Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
2340.png Novice Breastplate [1] (2340) Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump (2352.png Tattered Novice Ninja Suit (2352) ).
15012.png Puente Robe [1] (15012) Armor Orc Lady Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
2355.png Angelic Protection [1] (2355) Armor Eclipse MDEF+20

When complete, the Angel's Set gives a sizeable boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware the After Cast Delay that happens each time the skill is autocast.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
2183.png Modified Angelic Guard [1] (2183) Shield Mastering Part of the Angel's Set.
2512.png Novice Manteau [1] (2512) Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
20710.png Modified Angel's Cardigan [1] (20710) Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
2416.png Novice Shoes [1] (2416) Footgear Lighthalzen Armory Starter Shoes. Gives an HP boost.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Vocal Part of the Angel's Set. HP +100.
2628.png Novice Armlet [1] (2628) Accessory Izlude Armor Dealer Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
2607.png Clip [1] (2607) Accessory Dragon Fly Gives 10SP.
Expanded Super Novice (99-175)
Advanced Paradise Set Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 25223.png Eden Coin (25223) per piece.
450122.png Noblesse Super Novice Robe [1] (450122)

470017.png Noblesse Magic Boots [1] (470017)

480014.png Noblesse Magic Manteau [1] (480014)

490015.png Noblesse Magic Ring [1] (490015)

Equipment Set 10 6919.png Token of Honor (6919) per piece. Obtained by completing the account-wide 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 100128.png Noblesses Refine Ticket (100128) at a price of 10 6919.png Token of Honor (6919)
450124.png Imperial Super Novice Robe [1] (450124)

470019.png Imperial Magic Boots [1] (470019)

480017.png Imperial Magic Manteau [1] (480017)

Template:Item List

Equipment Set 3 25223.png Eden Coin (25223) per piece. Obtained by completing the account-wide Eden Academy quest chain. Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the 100129.png Imperial Refine Ticket (100129) , for the low cost of just 3 25223.png Eden Coin (25223) !
450126.png Grace Super Novice Robe [1] (450126)

470021.png Grace Magic Boots [1] (470021)

480019.png Grace Magic Manteau [1] (480019)

490020.png Grace Magic Ring [1] (490020)

Equipment Set 20 25669.png Unknown Parts (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 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
550044.png Paradise Super Novice Staff (550044) Rod Eden Academy, Base Level 100 and above Go back to where you got the Paradise Set and pay Labraham 10 25223.png Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A good mid game headgear that provides a lot of bonuses.
15068.png Advanced Angelic Protection [1] (15068) Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

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. Beware of the After Cast Delay that happens each time the skill is autocast.

1680.png Crimson Rod [2] (1680) Rod Bathory, Laurell Weinder Gives a good amount of MATK at high refines. Better to use this as material for making other things instead of refining it to +15.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
{{#item20718}} Garment Faceworm's Nest Gives lots of DEF, some MDEF and various stats.

Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.

22008.png Temporal DEX Boots [1] (22008) Footgear Old Glast Heim

Temporal Boots

When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

2924.png Int Glove [1] (2924) Accessory Eclage Glove Seller (10 Splendide Coins) This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
2898.png Black Rosary [1] (2898) Accessory Nightmare Wraith Dead Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
Expanded Super Novice 175-200
19428.png Illusion Morpheus's Hood [1] (19428)

20948.png Illusion Morpheus's Shawl [1] (20948)

32239.png Illusion Morpheus's Bracelet [1] (32239)

32238.png Illusion Morpheus's Ring [1] (32238)

Equipment Set Illusion of Labyrinth Early-mid game set. It can be further boosted with an 550030.png Illusion Thorny Staff of Darkness [2] (550030) but it requires Template:Skill Info to use.

For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying 100423.png Labyrinth Refinement Box (100423) , which will refine them at +7 - 10 at random.

18848.png Lush Rose [1] (18848) Upper Headgear Horror Toy Factory, 300 7642.png Bloody Coin (7642) Gives a good amount of MATK and can be very easily refined to +9 and above, thanks to 35551.png [40] (35551) , obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor.
18874.png Monocle [1] (18874) Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted by the 6396.png Spiritual Auger (6396) .
15377.png Illusion Armor Type B [1] (15377) Armor Illusion This is an upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. 39540.png [41] (39540) and two 39535.png [42] (39535) are recommended.
550044.png Paradise Super Novice Staff (550044) Rod Eden Academy, Base Level 100 and above If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
1680.png Crimson Rod [2] (1680) Rod Illusion A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
550080.png Freedom Stick [2] (550080) Rod Ancient Hero A really good rod which gives a boost to MATK, especially at high refines. If it is still too difficult to obtain, the Paradise Super Novice Wand will suffice.
550030.png Illusion Thorny Staff of Darkness [2] (550030) Rod Illusion of Twins Early-mid game rod that gives a lot of bonuses, especially when paired with an 19428.png Illusion Morpheus's Hood [1] (19428) . For this level range, refine both to at least a +7.

To easily get to +7, refine it to +4, obtain or buy 100699.png Twins Refinement Box (100699) and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory Cursed Knight Shield or Illusion Silver Guard still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral.
28942.png Cursed Knight's Shield [1] (28942) Shield Cash Shop A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
20934.png Illusion Engine Wing Type B [1] (20934) Garment Illusion Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with 39542.png [43] (39542) and 2 39537.png [44] (39537) modules.
22197.png Illusion Leg Type B [1] (22197) Footgear Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either 39531.png [45] (39531) for more survivability or 39530.png [46] (39530) for more SP, and 39541.png [47] (39541) .
42209.png [48] (42209) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. 39545.png [49] (39545) and 25680.png Modification Module (Spell) (25680) or 25681.png Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
42210.png [50] (42210) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. 39546.png [51] (39546) and 25680.png Modification Module (Spell) (25680) or 25681.png Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
Hyper Novice 200-240
19428.png Illusion Morpheus's Hood [1] (19428)

20948.png Illusion Morpheus's Shawl [1] (20948) 32239.png Illusion Morpheus's Bracelet [1] (32239) 32238.png Illusion Morpheus's Ring [1] (32238)

Equipment Set Illusion of Labyrinth Completing the highly affordable Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an 550030.png Illusion Thorny Staff of Darkness [2] (550030) (or Illusion TSOD for short) but it requires Template:Skill Info to use.

For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with 29100.png Master Archer Lv10 (29100) or 29101.png Adamantine Lv1 (29101)

34279.png [52] (34279)

34282.png [53] (34282)
34283.png [54] (34283)

Upper Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of 35160.png [55] (35160) for 3 32417.png [56] (32417) a piece, because it will refine them to +7 - 10 at random.
18849.png Celine's Ribbon [1] (18849) Upper Headgear Horror Toy Factory, +9 18848.png Lush Rose [1] (18848) and 1000 7642.png Bloody Coin (7642) Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point. It is highly recommended to refine it to at least +12 to easily get the Dress' maximum bonus, which requires a total refine rate of +23. This is made relatively easy thanks to 35551.png [57] (35551) , obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor. Pair it with the full set to experience the full power.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Requires a non-slotted 410079.png Deep Blue Sunglasses (410079) and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
400002.png Victory Wing Ears [1] (400002) Middle Headgear Requires a non-slotted Template:Item List and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
32200.png [58] (32200) Lower Headgear Custom Headgear Quests Gives a tiny little bit of extra stats, MATK and MDEF.
32201.png [59] (32201) Lower Headgear Headgear Awakening Requires 32200.png [60] (32200) . Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
450128.png Automatic Armor Type B [1] (450128) Armor Sage's Legacy An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between 1000128.png Automatic Modification Module (Magical Force) (1000128) , 1000134.png Automatic Modification Module (Fixed Casting) (1000134) , 1000123.png Automatic Modification Module (Magic Power) (1000123) and 1000168.png Automatic Module (Shadow Spell) (1000168) .
26162.png Welding Wand [2] (26162) Rod Einbech Dungeon 3 Note: Template:Skill Info and Base Level 96 are required to equip this!"

A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped.

550030.png Illusion Thorny Staff of Darkness [2] (550030) Rod Illusion of Twins A powerful rod that gives A LOT of bonuses, especially when paired with an 19428.png Illusion Morpheus's Hood [1] (19428) . It can be enchanted by using 100004.png Fantasy Resonance Stone at Dawn (100004) There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
550057.png Fortified Rod [2] (550057) Rod Amicitia Dungeon A level 5 weapon that boosts Template:Skill Info and Template:Skill Info damage. Try refining this to +8.
1680.png Crimson Rod [2] (1680) Rod Illusion A strong rod that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
550069.png Glacier Wand (550069) Rod Issgard A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful 550089.png Dim Glacier Wand [1] (550089) is obtained.
28946.png Purified Knight's Shield [1] (28946) Shield Cash Shop An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
480021.png Automatic Engine Wing Type B [1] (480021) Garment Sage's Legacy Improved version of the Illusion Engine Wing. Choose between 1000136.png Automatic Modification Module (Drain Life) (1000136) , 1000125.png Automatic Modification Module (Fast) (1000125) and 1000126.png Automatic Modification Module (Caster) (1000126) .
470023.png Automatic Leg Type B [1] (470023) Footgear Sage's Legacy Improved version of the Illusion Leg. Enchant with the following: 1000147.png Automatic Module (Over Power) (1000147) , 1000151.png [61] (1000151) and 1000135.png Automatic Modification Module (Above All) (1000135) .
22238.png Great Hero Boots [1] (22238) Footgear 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 550081.png Patent Freedom Stick [2] (550081) . Try to refine this to +11, then use the 100747.png Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
490026.png Automatic Battle Chip R [1] (490026) Accessory Sage's Legacy An improved version of the Illusion Battle Chip. Choose between 1000139.png Automatic Modification Module (Magic Soul) (1000139) , 1000115.png Automatic Modification Module (Spell) (1000115) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
490027.png Automatic Battle Chip L [1] (490027) Accessory Sage's Legacy An improved version of the Illusion Battle Chip. Choose between 1000140.png Automatic Modification Module (Power Force) (1000140) , 1000115.png Automatic Modification Module (Spell) (1000115) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
24318.png Super Novice Shadow Shield (24318) Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to reduce Variable Casting Time.
24282.png Super Novice Shadow Weapon (24282) Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to further pierce MDEF.
Hyper Novice 240-260
400246.png Bacsojin Doll Hat-LT [1] (400246) Upper Headgear Endeavor Token - EVT Refine Hammer A powerful headgear that provides large amounts of MATK, especially at higher refines and grades. Try to aim for at least Grade C, but Grade B is highly recommended.
400154.png Survival Circlet-LT [1] (400154) Sunken Sands Upper Headgear Provides copious amounts of bonuses to MATK, magic elemental damage and ACD reduction, especially at higher refines, higher grades and when paired to the Survival Orb-LT. Highly recommended to get it to Grade B. This is one of, if not the best headgears for this build.
400111.png Vesper Headgear [1] (400111) Upper Headgear Somewhere in jupe_2 Currently the best-in-slot headgear. Refining and grading this results in a significant increase in damage. Grade this to B for the 0.5-second FCT reduction, so you can replace 25067.png Cast Stone (Garment) (25067) , 25170.png Minor Casting Stone (Garment) (25170) and 1000521.png Minor Casting Stone (Dual) (1000521) for something better.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Requires a non-slotted 410079.png Deep Blue Sunglasses (410079) and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
400002.png Victory Wing Ears [1] (400002) Middle Headgear Requires a non-slotted 400001.png Victory Wing Ears (400001) and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
410017.png Battle Processor [1] (410017) Middle Headgear Requires a non-slotted 410016.png Battle Processor (410016) and 6396.png Spiritual Auger (6396) to slot. The most offensive-oriented of the three mid headgears. Try to get MATK or elemental magic bonuses.
32200.png [62] (32200) Lower Headgear Custom Headgear Quests Gives a tiny little bit of extra stats, MATK and MDEF.
32201.png [63] (32201) Lower Headgear Headgear Awakening Requires 32200.png [64] (32200) . Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
18536.png Foxtail (18536) Lower Headgear Sunken Sands MATK +10 and FCT -0.1 sec. Helps with FCT issues.
420066.png Orbs of Survival-LT (420066) Lower Headgear Sunken Sands Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain.
450128.png Automatic Armor Type B [1] (450128) Armor Sage's Legacy Refine this to +11 and choose between 1000134.png Automatic Modification Module (Fixed Casting) (1000134) , 1000123.png Automatic Modification Module (Magic Power) (1000123) and most especially 1000168.png Automatic Module (Shadow Spell) (1000168) .
450178.png Grey Wolf Robe [1] (450178) Armor Direction of Prayer This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
450179.png Celine's Dress [1] (450179) Armor Nightmare Toy Factory This old, bloody dress is one of the best armors for this build. It is highly recommended to refine this to +12 and equip the whole set to reap its full benefits.
550082.png Freedom Stick-LT [2] (550082) Rod Ancient Hero The current final form of the Freedom Stick is this Level 5 beast. Enables use of Level 5 Template:Skill Info at +7 and while it is focused on boosting Earth and Neutral element damage, pairing it with the Hero Boots-LT plus the added S.MATK at higher refines and grades makes it really good even for spells that aren't Earth and Neutral. A good upgrade over the Illusion Thorn Staff of Darkness at high refines and good enchants. Aim for at least a +11 Grade C and best paired with 470094.png Hero Boots-LT [1] (470094)
550062.png Poenitentia Ferrum [2] (550062) Rod Tomb of Remorse If 5457.png Jack Frost Nova and 5455.png Meteor Storm Buster are your main skills, then this rod is very good at boosting their damage, especially at higher refines and grades.
550089.png Dim Glacier Wand [1] (550089) Rod Issgard Best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive 6635.png Blacksmith's Blessing (6635) to refine.
28946.png Purified Knight's Shield [1] (28946) Shield Cash Shop An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
460018.png Illusion Silver Guard [1] (460018) Shield Illusion of Twins A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 29100.png Master Archer Lv10 (29100) or 29101.png Adamantine Lv1 (29101) .
20966.png Temporal Int Manteau [1] (20966) Garment Legacy of Glast Heim - Temporal Stat Manteaus A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
480125.png Convertible Magical Wing [1] (480125) Garment Sunken Sands A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears.
470094.png Hero Boots-LT [1] (470094) Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the 550082.png Freedom Stick-LT [2] (550082) . Try to aim for a +11 Grade C at least.
470204.png Moan of Corruption [1] (470204) Footgear One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses. Climbing noises not included. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction.
470122.png Beast's Leather Shoes [1] (470122) Footgear Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
490052.png Sinful Sapphire Ring [1] (490052)

490064.png Brilliant Light Sapphire Ring [1] (490064)

Accessory (Right) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
490053.png Sinful Sapphire Necklace [1] (490053)

490065.png Brilliant Light Sapphire Necklace [1] (490065)

Accessory (Left) Thanatos Tower These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
490163.png Hero's Badge [1] (490163) Accessory (Left) Sunken Sands It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
2980.png Evil Thread Glove [1] (2980) Accessory Horror Toy Factory Part of the Celine set. Enables use of Level 1 Template:Skill Info
34697.png [65] (34697) Accessory Nightmare Toy Factory Part of the Celine set.
24282.png Super Novice Shadow Weapon (24282) Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to further pierce MDEF.
24616.png Super Magic Shadow Shield (24616) Shadow Gear Faceworm's Nest The centerpiece of the Super Magic Shadow Set and the next upgrade to the Super Novice Shadow Shield. Combining the 24282.png Super Novice Shadow Weapon (24282) (with level 10 Template:Skill Info of course) and this shield results in A LOT of MDEF pierce. 40% Racial MDEF pierce from this, 30% Normal MDEF pierce from the Gauntlet if Template:Skill Info is level 10, and an extra 3% Normal MDEF pierce per refine rate of the Gauntlet. To get Boss MDEF pierce though, you need to enchant a 28946.png Purified Knight's Shield [1] (28946) with the "Ignore MDEF of Boss Monsters" enchant.

Unlike what the description says, it DOES NOT need the Super Magic Shadow Cape and Boots below to get the elemental damage bonuses, just the required refine level. Additionally, while the description in-game says that it ignores Physical Defense, it actually ignores Magic Defense. Finally, the MDEF pierce comes from this shield, the Super Novice Shadow Gauntlet and their refine levels, EXCLUDING the other two items below. Type @battlestats or @bs to confirm.

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:
Life of Quality Equipment
Item Type Way to obtain Notes
19204.png Racing Cap (Super Novice) [1] (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 2478.png Cart Boost, basically a free 12710.png Guyak Pudding (12710) but can be removed with skills like 92.png Quagmire and 30.png Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate 2478.png Cart Boost for a big speed boost, then switch back to your default headgear.
19154.png Arch Angeling Balloon (19154) Lower Headgear 23135.png Poring Capsule (23135) Increases EXP gained and drop rate by 5%. Enables the use of Level 1 54.png Resurrection. 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 610.png Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
28900.png Royal Guard Shield [1] (28900) Shield 16.1 Banquet for Heroes, 800 6919.png Token of Honor (6919) Enables use of level 1 2315.png Shield Spell, 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 28.png Heal and potions.
2576.png Adventurer's Backpack [1] (2576) of 1013.png Greed Garment of 1013.png Greed Equipment Crafting of 1013.png Greed I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF 1013.png Greed!!! 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 1013.png Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! 1013.png Greed!!11111!
20802.png Teleport Amistr Bag [1] (20802)
20803.png Heal Amistr Bag [1] (20803)
20804.png Greed Amistr Bag [1] (20804)
20805.png Increase Agility Amistr Bag [1] (20805)
20806.png Magnum Break Amistr Bag [1] (20806)
20807.png Endure Amistr Bag [1] (20807)
20808.png Sight Amistr Bag [1] (20808)
Garment Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE perfectly cut scream These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.

Cards and Pets

Cards and Costume Stones
Card Slot Notes
27310.png Plaga Card (27310)

4600.png Lichtern Yellow Card (4600)
4586.png Tikbalang Card (4586)
4597.png Lichtern Blue Card (4597)
4599.png Lichtern Red Card (4599)
4598.png Lichtern Green Card (4598)

Headgear These cards increase elemental damage. Put them in high refine headgears.
  • Plaga: Neutral
  • Green: Earth
  • Tikbalang: Wind
  • Blue: Water
  • Red: Fire
  • Yellow: Ghost
300251.png Plagarion Card (300251)

300259.png Fulgor Card (300259)
300255.png Litus Card (300255)
300257.png Vanilaqus Card (300257)
300256.png Fillia Card (300256)

Headgear These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
  • Plagarion: Neutral
  • Fulgor: Earth
  • Litus: Wind
  • Vanilaqus: Water
  • Fillia: Fire
27328.png Birth and Death Card (27328) Headgear Dropped by all Bios Island non-boss monsters. A budget card with bonus effects depending on which card it is paired to. Good for the early-mid game.
27396.png Isaac Wigner Card (27396) Headgear Hate the excruciatingly long After-Cast Delay of Ground Gravitation or do you want to spam spells a bit faster? Then this card can help! Reduces ACD by 5%.
300174.png Melted Poring Card (300174) Headgear If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
4409.png Agav Card (4409) Armor MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
300308.png Meyer Lugenburg Card (300308) Armor Currently the best-in-slot card. At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a 300424.png Friedrich S. Heine Card (300424) card.
27114.png Ominous Solider Card (27114) Armor If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%, add 1% every 3 refine rate. DEF +100 and VIT +3 at level 160+.
300254.png Amitera Card (300254) Armor If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%. Add 10% more HP at level 200+. Compared to the Ominous Solider card above, you get more HP but no DEF bonus.
4023.png Baby Desert Wolf Card (4023) Armor Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
27101.png Sweet Nightmare Card (27101) Armor MATK +20. Uninterruptible casting outside of WoE.
4392.png Observation Card (4392) Armor When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
27196.png Nihil M. Heine Card (27196) Weapon Early-mid game card that boosts damage against small monsters.
27289.png Soul Fragment Card (27289) Weapon Early-mid game card that boosts damage against Medium-sized monsters.
27286.png Colorful Teddy Bear Card (27286) Weapon Early-mid game card that boosts damage against Large monsters.
4394.png Solace Card (4394) Weapon When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
27384.png Mutating White Knight Card (27384) Weapon Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
300114.png Spell Addicted Plaga Card (300114)

40140.png C. Helm of Faith (SC) (40140)
40010.png [66] (40010)
27324.png Brinaranea Card (27324)
300124.png Blue Pitaya Card (300124)
27320.png E-EA1L Card (27320)
300106.png Red Pitaya Card (300106)
40009.png [67] (40009)

Weapon These cards boost elemental damage, especially at high refines.
  • Magic Poisoned Plaga: Neutral.
  • Deep Sea Sropho: Wind, but cheaper
  • Arch Plasma: Wind
  • Brinaranea: Water, but slightly cheaper and without the need for high refines.
  • Blue Pitaya: Water
  • E-EA1L: Fire, but cheaper
  • Red Pitaya: Fire
  • Spectral Plasma: Ghost
27385.png Mutating Khalitzburg Card (27385) Shield The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get this if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
27385.png Mutating Khalitzburg Card (27385) Shield Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
4413.png Hodremlin Card (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. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
27176.png Swamp Cramp Card (27176) Garment A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
300123.png Purple Pitaya Card (300123)

4629.png Arc Elder Card (4629)
30149.png [68] (30149)
27167.png Faceworm Larva Card (27167)
4657.png Nightmare Ancient Mummy Card (4657)
300372.png Cave Flower Card (300372)

Garment These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
  • Purple Pitaya: Neutral
  • Arc Elder: Earth
  • Deep Sea Phen: Wind
  • Faceworm Larva: Water
  • Nightmare Ancient Mummy: Fire
  • Cave Flower (not implemented): Ghost
300269.png Eldest Card (300269) Garment When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
300273.png Smile Card (300273) Garment When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
300260.png Napeo Card (300260) Garment The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
300424.png Friedrich S. Heine Card (300424) Garment Currently the best in slot garment card. Best paired with the armor card 300308.png Meyer Lugenburg Card (300308) for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
27249.png Archi Card (27249) Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
27249.png Archi Card (27249) 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.
4658.png Nightmare Verit Card (4658) Footgear Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
27255.png Ordre Card (27255) Footgear Good for Wind and Water focused builds.
27253.png Geffen Thief Card (27253) Footgear Good for Fire focused builds.
27250.png Dio Anemos Card (27250) Footgear Good for Neutral and Earth focused builds.
27179.png Coyote Card (27179) Footgear Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
4077.png Phen Card (4077)

4327.png Bloody Butterfly Card (4327)

Accessory These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
27026.png Fire Condor Card (27026) Accessory An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
4577.png Elvira Card (4577)

300222.png Firewind Kite Card (300222)
27125.png Headless Mule Card (27125)
300364.png Calmaring Card (300364)
27161.png Mavka Card (27161)
300216.png Lava Toad Card (300216)
300211.png Ash Toad Card (300211)
27262.png D.Y Card (27262)
300218.png Ashhopper Card (300218)
40000.png C. Cheshire Ears (purple) (40000)
300267.png Crow Baron Card (300267)
300268.png Crow Duke Card (300268)

Accessory These cards boost elemental damage.
  • Elvira: Wind and Ghost (20%)
  • Firewind Kite: Wind (35%) Left accessory
  • Headless Mule: Water (20%)
  • Calmaring: Water (35%) Not yet implemented, Left accessory
  • Mavka: Fire and Earth (20%)
  • Lava Toad: Fire (35%) Left accessory
  • Ash Toad: Earth (35%) Left accessory
  • Ashhopper: Neutral (35%) Left accessory
  • Dwigh: Neutral (20%)
  • Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with 4336.png Ungoliant Card (4336)
  • Crow Baron (level 200+): Fire and Wind (15%)
  • Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
300243.png Lude Gal Card (300243) Accessory Boosts MATK. Use two of these for a more even spread of damage across all elements.
1000528.png Magic Power Stone (Top) (1000528)

1000529.png Magic Power Stone (Mid) (1000529)
1000530.png Magic Power Stone (Low) (1000530)

Upper costume headgear, mid costume headgear, lower costume headgear These three boost elemental damage and must be together for maximum effectiveness.
25170.png Minor Casting Stone (Garment) (25170)

25067.png Cast Stone (Garment) (25067)

Garment costume These two reduce FCT by 0.3 and 0.5 seconds respectively. They're important because the FCT of a lot of HN magic spells is 1.5 seconds.
1001329.png Super Novice Stone (Low) (1001329) Lower costume headgear This lower headgear costume stone is not yet implemented.
1001327.png Super Novice Stone (Top) (1001327)

25454.png High Wizard Stone (Mid) (25454)
1001326.png Super Novice Stone (Garment) (1001326)

Upper costume headgear, mid costume headgear, garment costume 2038.png Judex
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.

  • 9089.png Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
  • 9122.png Gloom Under Night Egg (9122) : MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
  • 9088.png Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.

Tips and Tricks

Strategy (WIP)
How to solo Alice Hard hmmmm... Need at least 5B DPS due to some MVPs having autorecovery, which means THREE different kinds of gears. That's on top of the Fenrir-like AOEs like Earth Strain and Comet... Plants do EQ, worms powerup... Equipment switch... Hmmmmmm..... Info obtained from Mew's Alice Hard run... Ranged DPS is going to be a problem due to it being weaker than Melee and Magic... Hmm......
Cult