Rakugaki's PvM Hyper Novice: Difference between revisions

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(→‎Physical: Added link to Jetago's guide)
 
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! 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|style="text-align:center;| Some of the info here is outdated or incorrect, and is currently being updated.
|style="text-align:center;| Some of the info here is outdated or incorrect, and is currently being updated and corrected.
|-
|-
|}
|}
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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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! 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 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.


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|-
|-
|{{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 and convoluted.
Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, 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, especially those focusing on Mega Sonic Blow.
 
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~
* 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.
 
2 - Spam the chant 2x so there will be a consistent 1-minute cooldown.
 
3 - When changing maps or relogging, repeat step 1.
 
Click on this GIF of GaoSuper activating his fury from within. HAIL GAOSUPER!
[[File:HAIL GAOSUPER.gif|thumb|left]]
 
|-
|-
|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.]]
[[File:Mage HN .jpg|thumb|Placeholder screenshot.]]
'''(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.
'''(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.
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|AGI
|AGI
|60-80
|60-80
|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
|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
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|-
|-
|LUK
|LUK
|1+
|60-80
|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.
|-
|-
|}
|}
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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 or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES.
|-
|-
|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 or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES.
|-
|-
|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
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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
|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.
|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.
|-
|-
|{{Skill List |id=10 |skill=Sight|simple=yes}}
|{{#Skill:10}}
|1
|1
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|-
|-
|{{Skill List |id=14 |skill=Cold Bolt|simple=yes}}
|{{#Skill:14}}
|5
|5
|Prerequisite for Frost Diver.
|Prerequisite for Frost Diver.
|-
|-
|{{Skill List |id=15 |skill=Frost Diver|simple=yes}}
|{{#Skill:15}}
|1
|1
|Prerequisite for Storm Gust.
|Prerequisite for Storm Gust.
|-
|-
|{{Skill List |id=20 |skill=Lightning Bolt|simple=yes}}
|{{#Skill:20}}
|4
|4
|Prerequisite for Thunderstorm and Jupitel Thunder.
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|-
|{{Skill List |id=21 |skill=Thunderstorm|simple=yes}}
|{{#Skill:21}}
|1
|1
|Prerequisite for Lord of Vermillion.
|Prerequisite for Lord of Vermillion.
|-
|-
|{{Skill List |id=11 |skill=Napalm Beat|simple=yes}}
|{{#Skill:11}}
|1
|1
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|-
|{{Skill List |id=16 |skill=Stone Curse|simple=yes}}
|{{#Skill:16}}
|1
|1
|Prerequisite for Earth Spike.
|Prerequisite for Earth Spike.
|-
|-
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#Skill:9}}
|5-10
|5-10
|Compensates for the Super Novice's very low SP pool.
|Compensates for the Super Novice's very low 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 List |id=28 |skill=Heal|simple=yes}}
|{{#Skill:28}}
|3-10
|3-10
|Mainly for self-healing. Also helpful in healing teammates.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#Skill:29}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|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=22 |skill=Divine Protection|simple=yes}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#Skill:34}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|{{#Skill:24}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#Skill:26}}
|1
|1
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|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}}
|{{#Skill:12}}
|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!
|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=43 |skill=Owl's Eye|simple=yes}}
|{{#Skill:43}}
|3
|3
|Prerequisite for Vulture's Eye.
|Prerequisite for Vulture's Eye.
|-
|-
|{{Skill List |id=44 |skill=Vulture's Eye|simple=yes}}
|{{#Skill:44}}
|1
|1
|Prerequisite for Attention Concentrate.
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#Skill:45}}
|10
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Your main source of DEX and AGI. Max this one for reduced cast times.
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| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{Skill List |id=81 |skill=Sightrasher|simple=yes}}
|{{#Skill:81}}
|2
|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.
|Utility skill that deals Fire damage and pushes enemies away. Requires Sight to be active before use. Can be an effective means of escape when combined with Quagmire.
|-
|-
|{{Skill List |id=83 |skill=Meteor Storm|simple=yes}}
|{{#Skill:83}}
|10
|10
|Bombards an area with meteors, dealing Fire Element damage.
|Bombards an area with meteors, dealing Fire Element damage. Enemies at the target cell will get hit by all meteors, so try to keep them steady.
|-
|-
|{{Skill List |id=89 |skill=Storm Gust|simple=yes}}
|{{#Skill:89}}
|1 or 10
|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.
|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 chances of freezing while higher levels mean higher damage but lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is needed.


'''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 at the default orientation.'''
|-
|-
|{{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. 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}}
|{{#Skill:66}}
|Optional
|Optional
|Provides additional Weapon ATK and MATK to you and the whole party.
|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. 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=248 |skill=Faith|simple=yes}}
|{{#Skill:248}}
|Optional
|Optional
|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%. Get this when more HP is needed.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#Skill:249}}
|Optional
|Optional
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:105}}
|Optional
|Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
|-
|{{#Skill:107}}
|Optional
|Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
|-
|{{#Skill:108}}
|Optional
|Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
LV 1 weapon: Iron Ore<br>
LV 2 weapon: Iron<br>
LV 3 weapon: Steel<br>
LV 4 weapon: Rough Oridecon<br>
Armors: Steel
|-
|{{#Skill:5076}}
|1
|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. 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=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:5075}}
|Optional
|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.
|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
|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.
|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.
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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=9 |skill=Increase SP Recovery|simple=yes}}
|{{#Skill:9}}
|10
|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.
|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.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#Skill:28}}
|10
|10
|Mainly for self-healing. Also helpful in healing teammates.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#Skill:29}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|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=22 |skill=Divine Protection|simple=yes}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#Skill:34}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|{{#Skill:24}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#Skill:26}}
|1
|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!
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#Skill:12}}
|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!
|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=43 |skill=Owl's Eye|simple=yes}}
|{{#Skill:43}}
|10
|10
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|-
|-
|{{Skill List |id=44 |skill=Vulture's Eye|simple=yes}}
|{{#Skill:44}}
|1
|1
|Prerequisite for Attention Concentrate.
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#Skill:45}}
|10
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Your main source of DEX and AGI. Max this one for reduced cast times.
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| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#Skill:66}}
|Optional
|Optional
|Provides additional ATK and MATK to you and the whole party.
|Provides additional ATK and MATK to you and the whole party.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#Skill:74}}
|Optional
|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.
|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=248 |skill=Faith|simple=yes}}
|{{#Skill:248}}
|Optional
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#Skill:249}}
|Optional
|Optional
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:108}}
|Optional
|Requires level 1 {{#Skill:105}} and level 1 {{#Skill:107}}. Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
LV 1 weapon: Iron Ore<br>
LV 2 weapon: Iron<br>
LV 3 weapon: Steel<br>
LV 4 weapon: Rough Oridecon<br>
Armors: Steel
|-
|{{#Skill:5076}}
|1
|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. 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=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:5075}}
|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.
|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
|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.
|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.
|-
|{{Skill List |id=108 |skill=Repair Weapon|simple=yes}}
|1
|Requires level 1 {{Skill List |id=105 |skill=Hilt Binding|simple=yes}} and level 1 {{Skill List |id=107 |skill=Weapon Research|simple=yes}}
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.
|-
|-
|}
|}
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| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|{{Skill List |id=248 |skill=Spell Study Sorcery|simple=yes}}
|{{#Skill:248}}
|5
|7+
|Passive that ddds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|Passive that adds 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}}
|{{#Skill:5455}}
|8
|5 or 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.
|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.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
No Aftercast Delay
|-
|-
|{{Skill List |id=5456 |skill=Jupitel Thunderstorm|simple=yes}}
|{{#Skill:5456}}
|9
|9
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Line 430: Line 464:
Very short Aftercast Delay
Very short Aftercast Delay
|-
|-
|{{Skill List |id=5457 |skill=Jack Frost Nova|simple=yes}}
|{{#Skill:5457}}
|10
|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.
|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. Hits 12 times.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
Short Aftercast Delay
|-
|-
|{{Skill List |id=5458 |skill=Hell's Drive|simple=yes}}
|{{#Skill:5458}}
|5
|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.
|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<br>
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br>
Short-ish Aftercast Delay
Short-ish Aftercast Delay
|-
|-
|{{Skill List |id=5459 |skill=Ground Gravitation|simple=yes}}
|{{#Skill:5459}}
|7
|7
|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.
|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. Enemies affected receive increased damage while slowing them down.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
Significant Aftercast Delay and Cooldown! Use wisely.
|-
|-
|{{Skill List |id=5460 |skill=Napalm Vulcan Strike|simple=yes}}
|{{#Skill:5460}}
|5
|5
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
Line 458: Line 492:
Short Aftercast Delay
Short Aftercast Delay
|-
|-
|{{Skill List |id=5462 |skill=Rule Break|simple=yes}}
|{{#Skill:5462}}
|Optional
|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 dealing reduced damage.
|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.
|-
|-
|}
|}
Line 486: Line 520:
! style=" width: 65%" | Notes
! style=" width: 65%" | Notes
|-
|-
|{{Item List |id=34806 |item=Adv. Eden Chest [Magical] |simple=yes}}
|'''Paradise Set'''
|Chest
|Chest
|[[Eden Academy]], Base Level 100
|[[Beginners Guide|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.
|'''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=5119 |item=Super Novice Hat |slots=1 |simple=yes}}
|{{#item:5119}}
|Upper Headgear
|Upper Headgear
|Lighthalzen Armory (unslotted)
|Lighthalzen Armory (unslotted)
Line 497: Line 531:
|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. Definitely better than 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. Definitely better than 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
|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 552:
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:2113}}
|Shield
|Shield
|Lighthalzen Armory
|Lighthalzen Armory
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|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}}
|{{#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. 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
|Accessory
|Dragon Fly
|Dragon Fly
Line 560: Line 594:
| 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
|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 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
|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 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}}!
|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=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
|Equipment Set
|3 {{Item List |id=25223|item=Paradise Coins}} per piece. Obtained by completing the account-wide [[Eden Academy]] quest chain.
|3 {{#item:25223|Paradise Coins}} per piece. Obtained by completing...
|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=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
|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=Advanced Paradise Robe |simple=yes}}
|{{#item:550044}}
{{Item List  |id=470093 |item=Advanced Paradise Shoes |simple=yes}}
|Armor and Shoes
|Eden Academy, level 100
|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}}
|Rod
|Rod
|[[Eden Academy]], Base Level 100 and above
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|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.
|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=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:5897}}
|Upper Headgear
|Upper Headgear
|[[Cash Shop]]
|[[Cash Shop]]
|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:15068}}
|Mid Headgear
|[[Gold Coins]]
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|{{Item List |id=5463 |item=Rainbow Scarf |simple=yes}}
|Lower Headgear
|Cash Shop
|Gives additional MATK and MDEF.
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|Armor
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|Reno (@go 36), 20 Pure Energy Crystals
Line 631: Line 648:
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.
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}}
|{{#item:1680}}
|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
|Rod
|Bathory, Laurell Weinder
|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.
|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=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:2113}}
|Shield
|Shield
|Lighthalzen Armory
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|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}}
|{{#item:20718}}
|Garment
|Garment
|[[Faceworm's Nest]]
|[[Faceworm's Nest]]
Line 652: Line 664:
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
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}}
|{{#item:22008}}
|Footgear
|Footgear
|[[Old Glast Heim]]
|[[Old Glast Heim]]
Line 660: Line 672:
'''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
|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
|Accessory
|Nightmare Wraith Dead
|Nightmare Wraith Dead
Line 672: Line 684:
| 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:19428}}
{{Item List |id=20948|item=Illusion Morpheus' Shawl|slots=1 }}<br>
 
{{Item List |id=42239|item=Illusion Morpheus' Bracelet|slots=1 }}<br>
{{#item:20948}}
{{Item List |id=42238|item=Illusion Morpheus' Ring|slots=1 }}
 
{{#item:32239}}
 
{{#item:32238}}
|Equipment Set
|Equipment Set
|[[Illusion of Labyrinth]]
|[[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.  
|Early-mid game set. It can be further boosted with an {{#item:550030}} but it requires {{#skill:451}} 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.
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}}, which will refine them at +7 - 10 at random.
|-
|-
|{{Item List |id=18848|item=Vibrant Rose |slots=1}}
|{{#item:400054}}
{{#item:400059}}<br>
{{#item:400044}}
|Upper Headgear
|Upper Headgear
|[[Horror Toy Factory]], 300 {{Item List |id=7642|item=Bloody Coin}}
|[[Illusion]]
|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 List |id=32200|item=Rosary in Mouth}}
|{{#item:15377}}
|Lower Headgear
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|{{Item List2|id=15377|item=Illusion Armor B-type|slots=1}}
|Armor
|Armor
|[[Illusion]]
|[[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 List |id=39540|item=Modification Orb (Delay After Skill)}} and two {{Item List |id=39535|item=Modification Orb (Magic)}} are recommended.
|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}} and two {{#item:39535}} are recommended.
|-
|-
|{{Item List  |id=550044 |item=Paradise Super Novice Wand |simple=yes}}
|{{#item:550044}}
|Rod
|Rod
|[[Eden Academy]], Base Level 100 and above
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
|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
|Rod
|[[Illusion]]
|[[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
|Rod
|[[Ancient Hero]]
|[[Bioresearch Laboratory]]
|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.
|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 significantly easier.
|-
|-
|{{Item List |id=26162 |item=Welding Wand |slots=2}}
|{{#item:550030}}
|Rod
|Rod
|[[Einbech Dungeon 3]]
|[[Illusion of Twins]]
|'''Note: {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} and Base Level 96 are required to equip this!"
|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.
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.
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.
|-
|-
|{{Item List |id=550030|slots=2|item=Illusion Thorn Staff of Darkness|simple=yes}}
|{{#item:2113}}
|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
|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|Cursed Knight's Shield }}
|Shield
|Shield
|Cash Shop
|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.
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|-
|-
|{{Item List |id=460018|item=Illusion Silver Guard|slots=1}}
|{{#item:460018}}
|Shield
|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.
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|-
|-
|{{Item List2|id=20934 |item=Illusion Engine Wing B-Type |slots=1 |simple=yes}}
|{{#item:20934}}
|Garment
|Garment
|[[Illusion]]
|[[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:22197}}
|Footgear
|Footgear
|[[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=39541|item=Modification Module(Fixed Casting)}}.
|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=42209|item=Illusion Battle Chip R |slots=1 |simple=yes}}
|{{#item: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 {{#item:550081}}. Try to refine this to +11, then use the {{#item:100747}} to turn it to a +10 Hero Boots-LT.
|-
|{{#item:42209}}
|Accessory
|Accessory
|[[Illusion]]
|[[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.
|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.
|-
|-
|{{Item List2|id=42210|item=Illusion Battle Chip L |slots=1 |simple=yes}}
|{{#item:42210}}
|Accessory
|Accessory
|[[Illusion]]
|[[Illusion]]
|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.
|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.
|-
|-


Line 767: Line 778:
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|-
|-
|{{Item List |id=19428|item=Illusion Morpheus' Hood|slots=1 }}
|{{#item:19428}}
{{Item List |id=20948|item=Illusion Morpheus' Shawl|slots=1 }}<br>
{{#item:20948}}
{{Item List |id=42239|item=Illusion Morpheus' Bracelet|slots=1}}<br>
{{#item:32239}}
{{Item List |id=42238|item=Illusion Morpheus' Ring|slots=1 }}
{{#item:32238}}
|Equipment Set
|Equipment Set
|[[Illusion of Labyrinth]]
|[[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 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.
|Completing the 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}} (or Illusion TSOD for short) but it requires {{#skill:451}} 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}}
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}} or {{#item:29101}}
|-
|-
|{{Item List |id=34279|item=Antiquity Cap EVT |slots=1}}
|{{#item:400263}}
{{Item List |id=34282|item=Ceremonial Crown EVT |slots=1 }}<br>
???<br>
{{Item List |id=34283|item=Celestial Coronet EVT |slots=1 }}
???
|Upper Headgear
|Upper Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|[[Illusion]]
|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.
|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=18849|item=Celine Ribbon |slots=1}}
|{{#item:18849|Celine Ribbon }}
|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}}
|[[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 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.
|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.
|-
|-
|{{Item List |id=410080|item=Deep Blue Sunglasses |slots=1}}
|{{#item:410092}}
|Middle Headgear
|Middle Headgear
|
|[[Rudus]] (0.05%)
|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:410080}}
|Middle Headgear
|[[Verus]]
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|-
|{{#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.
|-
|-
|{{Item List |id=400002|item=Victory Wing Ears |slots=1}}
|{{#item:410092}}
|Middle Headgear
|Middle Headgear
|
|[[Rudus]] (0.05%)
|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.
|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.
|-
|-
|{{Item List |id=32200|item=Rosary in Mouth}}
|{{#item:420003}}
|Lower Headgear
|Lower Headgear
|[[Custom Headgear Quests]]
|[[Rudus]] (0.05%)
|Gives a tiny little bit of extra stats, MATK and MDEF.
|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=32201|item=Magical Rosary in Mouth}}
|{{#item:420066}}
|Lower Headgear
|Lower Headgear
|[[Headgear Awakening]]
|Rock Ridge
|Requires {{Item List |id=32200|item=Rosary in Mouth |slots=1}}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{Item List2|id=450128|item=Automatic Armor B-type|slots=1}}
|{{#item:450128}}
|Armor
|Armor
|[[Sage's Legacy]]
|[[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 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)}}.
|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)}}.
|-
|-
|{{Item List |id=26162 |item=Welding Wand |slots=2}}
|{{#item:450207}}
|Rod
|Armor
|[[Einbech Dungeon 3]]
|[[Issgard]]
|'''Note: {{Skill Info|class=Soul Linker|id=451|skill=Supernovice Spirit}} and Base Level 96 are required to equip this!"
|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.
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:550030}}
|Rod
|Rod
|[[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 powerful rod that gives A LOT of bonuses, especially when paired with an {{#item:19428}}. It can be enchanted by using {{#item:100004}} There is the downside and hassle of requiring {{#skill:451}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|-
|-
|{{Item List |id=550057|item=Fortified Rod|slots=2}}
|{{#item:550057}}
|Rod
|Rod
|[[Amicitia Dungeon]]
|[[Amicitia Dungeon]]
|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.
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|-
|-
|{{Item List |id=1680 |item=Rutilus Stick-OS |slots=2 |simple=yes}}
|{{#item:550075}}
|Rod
|Rod
|[[Illusion]]
|[[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.
|A stronger and sadder version of the {{#item:26151}}, providing better After-Cast Delay reduction, less Variable Cast Time and a permanent 30% boost to Neutral and Fire element damage instead of a random limited-duration buff.
|-
|-
|{{Item List |id=550081|item=Patent Freedom Stick|slots=2}}
|{{#item:550069}}
|Rod
|Rod
|[[Ancient Hero]]
|[[Issgard]]
|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}}
|A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful {{#item:550089}} is obtained.
|-
|-
|{{Item List |id=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}}
|{{#item:460018}}
|Shield
|Shield
|Cash Shop
|[[Illusion of Twins]]
|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.
|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 List |id=460018|item=Illusion Silver Guard|slots=1 }}
|{{#item:460005}}
|Shield
|Shield
|[[Illusion of Twins]]
|[[Geffen Night Arena]]
|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.
|Increases Magical Damage and provides some MDEF. Can be enchanted. Try getting enchants that ignore the MDEF of Normal or Boss monsters, preferably Boss monsters.
|-
|-
|{{Item List2|id=480021|item=Automatic Engine Wing B-type|slots=1}}
|{{#item:480021}}
|Garment
|Garment
|[[Sage's Legacy]]
|[[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)}}.
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|-
|-
|{{Item List2|id=470023 |item=Automatic Leg B-type|slots=1}}
|{{#item:480125}}
|Footgear
|Garment
|[[Sage's Legacy]]
|[[Convertible Wings]]
|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)}}.
|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 List2|id=22238 |item=Great Hero Boots|slots=1}}
|{{#item:470094}}
|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=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:470023}}
|Footgear
|[[Sage's Legacy]]
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|-
|{{#item:490026}}
|Accessory
|Accessory
|[[Sage's Legacy]]
|[[Sage's Legacy]]
|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)}}.
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|-
|{{Item List |id=490027|item=Automatic Battle Chip L|slots=1 }}
|{{#item:490027}}
|Accessory
|Accessory
|[[Sage's Legacy]]
|[[Sage's Legacy]]
|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)}}.
|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 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.
|[[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 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.
|[[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.
|-
|-
|-
|-
| 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 240-275'''
|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 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:400545}}
{{Item List |id=34282|item=Ceremonial Crown EVT |slots=1 }}<br>
{{Item List |id=34283|item=Celestial Coronet EVT |slots=1 }}
|Upper Headgear
|Upper Headgear
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Depth 2
|Ignoring the OS weapons bonuses, these three are pretty much the same. Choose one of the three and refine it to +11.
|One of the best upper headgears for this build and can be used in Physical builds. When the upcoming wand {{#item:550152}} releases, this may be the best in slot headgear once the theorycrafting is proven right.
|-
|-
|{{Item List |id=410080|item=Deep Blue Sunglasses |slots=1}}
|{{#item:410233}}
|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 MATK enchants.
|
|-
|-
|{{Item List |id=400002|item=Victory Wing Ears |slots=1}}
|{{#item:420213}}
|Middle Headgear
|Lower 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 MATK enchants.
|-
|-
|{{Item List |id=410017|item=Battle Processor |slots=1}}
|{{#item:450284}}
|Middle Headgear
|Armor
|
|[[Varmundt's Biosphere Depth]]
|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.
|One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
|-
|-
|{{Item List |id=32200|item=Rosary in Mouth}}
|{{#item:550089}}
|Lower Headgear
|Rod
|[[Custom Headgear Quests]]
|[[Issgard]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|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:460020}}
|Lower Headgear
|Shield
|[[Headgear Awakening]]
|Alice
|Requires {{Item List |id=32200|item=Rosary in Mouth |slots=1}}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|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 List |id=18536|item=Foxtail}}
|{{#item:460040}}
|Lower Headgear
|Shield
|[[Sunken Sands]]
|Episode 20
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|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 - over 100 Hard MDEF, which means complete immunity to a myriad of annoying bad status effects like Stone Curse, Freeze, and more!
|-
|-
|{{Item List |id=420066|item=Survival Orb-LT}}
|{{#item:480233}}
|Lower Headgear
|Garment
|[[Sunken Sands]]
|[[Varmundt's Biosphere]]
|Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain.
|A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation.
|-
|-
|{{Item List2|id=450128|item=Automatic Armor B-type|slots=1}}
|{{#item:470204}}
|Armor
|Footgear
|[[Sage's Legacy]]
|Sunken Ship
|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)}}.
|Climbing noises not included. One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. Grade A is definitely the best, because SPL is one of the major factors affecting all of the skills' damage.
|-
|-
|{{Item List2|id=450178|item=Gray Wolf Robe|slots=1}}
|{{#item:490304}}
|Armor
|Accessory (Right)
|[[Direction of Prayer]]
|[[Thanatos Tower]]
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
|-
|-
|{{Item List2|id=450179|item=Celine's Dress|slots=1}}
|{{#item:490307}}
|Armor
|Accessory (Left)
|[[Nightmare Toy Factory]]
|[[Thanatos Tower]]
|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, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
|-
|-
|{{Item List |id=550082|item=Freedom Stick-LT|slots=2}}
|}
|Rod
|}
|[[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|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}}
===Cards and Pets===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=550062|item=Poenitentia Ferrum|slots=2}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|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}}
|
|Shield
{| class="wikitable" width="100%"
|Cash Shop
! style=" width: 20% " | Card
|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.
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=460018|item=Illusion Silver Guard|slots=1 }}
|{{#item:27310}}
|Shield
{{#item:4600}} <br>
|[[Illusion of Twins]]
{{#item:4586}} <br>
|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}}.
{{#item:4597}} <br>
{{#item:4599}} <br>
{{#item:4598}} <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 List2|id=20966|item=Temporal Int Manteau|slots=1}}
|{{#item:300251}}
|Garment
{{#item:300259}} <br>
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
{{#item:300255}} <br>
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
{{#item:300257}} <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.
*Plagarion: Neutral
*Fulgor: Earth
*Litus: Wind
*Vanilaqus: Water
*Fillia: Fire
|-
|-
|{{Item List2|id=480125|item=Convertible Magical Wing|slots=1}}
|{{#item:27328}}
|Garment
|Headgear
|[[Sunken Sands]]
|Early-game card. It can be paired with multiple cards for more bonuses.
|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 List2|id=470094 |item=Hero Boots-LT|slots=1}}
|{{#item:300359}}
|Footgear
|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.
|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.
|-
|-
|{{Item List |id=490052|item=Sinful Sapphire Ring|slots=1 }}
|{{#item:300174}}
{{Item List |id=490064|item=Brilliant Light Sapphire Ring|slots=1 }}
|Headgear
|Accessory (Right)
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|[[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=490053|item=Sinful Sapphire Necklace|slots=1 }}
|{{#item:4241}}
{{Item List |id=490065|item=Brilliant Light Sapphire Necklace|slots=1 }}
|Headgear
|Accessory (Left)
|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.
|[[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.
|-
|-
|{{Item List |id=490163|item=Hero's Badge|slots=1 }}
|{{#item:300308}}
|Accessory (Left)
|Armor
|[[Sunken Sands]]
|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.
|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:300361}}
|Accessory
|Armor
|[[Horror Toy Factory]]
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|skill=Spider Web}}
|-
|-
|{{Item List |id=34697|item=Celine's Brooch |slots=1}}
|{{#item:300376}}
|Accessory
|Armor
|[[Nightmare Toy Factory]]
|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.
|Part of the Celine set.
|-
|-
|{{Item List2 |id=24282 |item=Super Novice Shadow Gauntlet |simple=yes}}
|{{#item:300472}}
|Shadow Gear
|Armor
|[[High Rank Shadow Gear]]
|At the cost of reduced Max HP, it grants a large amount of SPL and MATK, and a sizeable 40% increased damage against Boss-type monsters, perfect for the end-game. If offense is the best defense, get this card... if you have tons of luck or zeny, or are willing to farm Lasgand with tons of alts for hours on end almost everyday.
|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:4023}}
|Shadow Gear
|Armor
|[[Faceworm's Nest]]
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|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.'''
|-
|-
|}
|{{#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.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Sample equipment builds (Coming soon!)
|{{#item:27196}}
|Weapon
|Early-mid game card that boosts damage against small monsters.
|-
|-
|
|{{#item:27289}}
|Weapon
|Early-mid game card that boosts damage against Medium-sized monsters.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:27286}}
{| class="wikitable" width="100%"
|Weapon
! style=" width: 20% " | Item
|Early-mid game card that boosts damage against Large monsters.
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{Item List  |id=34806 |item=Adv. Eden Chest [Magical] |slots=0 |simple=yes}}
|{{#item:4394}}
|Chest
|Weapon
|[[Eden Academy]], Base Level 100
|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.
|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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item:27384}}
|Weapon
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|-
|-
|{{Item List  |id=35109 |item=Adv. Eden Chest [Magical] |slots=0 |simple=yes}}
|{{#item:300114}}
|Chest
{{#item:300140}} <br>
|[[Eden Academy]], Base Level 100
{{#item:300010}} <br>
|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.
{{#item:27324}} <br>
{{#item:300124}} <br>
{{#item:27320}} <br>
{{#item:300106}} <br>
{{#item:300009}}
|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
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''175-200'''
|{{#item:300442}}
|Weapon
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:300455}}
|Upper Headgear
|Weapon
|[[Cash Shop]]
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies.
|A good mid-late game headgear that provides a lot of bonuses.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item: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.
|-
|-
|{{Item List |id=34279|item=Antiquity Cap EVT |slots=1 }}
|{{#item:27385}}
{{Item List |id=34282|item=Ceremonial Crown EVT|slots=1 }}<br>
|Shield
{{Item List |id=34283|item=Celestial Coronet EVT|slots=1 }}
|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.
|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.
|-
|-
|}
|{{#item:4413}}
|}
|Shield
 
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
===Cards and Pets===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:300379}}
|Shield
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|-
|
|{{#item:27176}}
{| class="wikitable" width="100%"
|Garment
! style=" width: 20% " | Card
|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.
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{Item List2 |id=27310 |item=Plaga |simple=yes}}
|{{#item:300123}}
{{Item List |id=4600 |item=Lichtern Green |simple=yes}} <br>
{{#item:4629}} <br>
{{Item List |id=4586 |item=Tikbalang |simple=yes}} <br>
{{#item:300149}} <br>
{{Item List |id=4597 |item=Lichtern Blue |simple=yes}} <br>
{{#item:27167}} <br>
{{Item List |id=4599 |item=Lichtern Red |simple=yes}} <br>
{{#item:4657}} <br>
{{Item List |id=4598 |item=Lichtern Yellow |simple=yes}} <br>
{{#item:300372}} <br>
|Headgear
|Garment
|These cards increase elemental damage. Put them in high refine headgears.
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
*Plaga: Neutral
*Purple Pitaya: Neutral
*Green: Earth
*Arc Elder: Earth
*Tikbalang: Wind
*Deep Sea Phen: Wind
*Blue: Water
*Faceworm Larva: Water
*Red: Fire
*Nightmare Ancient Mummy: Fire
*Yellow: Ghost
*Cave Flower (not implemented): Ghost
|-
|-
|{{Item List  |id=300251 |item=Plagarion |simple=yes}}
|{{#item:300269}}
{{Item List  |id=300259 |item=Fulgor |simple=yes}} <br>
|Garment
{{Item List  |id=300255 |item=Litus |simple=yes}} <br>
|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 List  |id=300257 |item=Vanilaqus |simple=yes}} <br>
{{Item List  |id=300256 |item=Fillia |simple=yes}} <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=27328 |item=Corrupt Life |simple=yes}}
|{{#item:300273}}
|Headgear
|Garment
|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.
|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=27396 |item=Isaac Wigner |simple=yes}}
|{{#item:300260}}
|Headgear
|Garment
|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%.
|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=300174 |item=Melted Poring |simple=yes}}
|{{#item:300375}}
|Headgear
|Garment
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation.
|-
|-
|{{Item List |id=4409 |item=Agav |simple=yes}}
|{{#item:300424}}
|Armor
|Garment
|MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
|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 List |id=300308 |item=Meyer Lugenburg |simple=yes}}
|{{#item:27362}}
|Armor
|Garment
|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.
|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 List |id=27114 |item=Ominous Solider |simple=yes}}
|{{#item:4576}}
|Armor
|Garment
|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+.
|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 List |id=300254 |item=Amitera |simple=yes}}
|{{#item:27249}}
|Armor
|Footgear
|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.
|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 List |id=4023 |item=Baby Desert Wolf |simple=yes}}
|{{#item:300177}}
|Armor
|Footgear
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|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 List |id=27101 |item=Sweet Nightmare |simple=yes}}
|{{#item:4658}}
|Armor
|Footgear
|MATK +20. Uninterruptible casting outside of WoE.
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|-
|-
|{{Item List |id=4392 |item=Dame of Sentinel |simple=yes}}
|{{#item:27255}}
|Armor
|Footgear
|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.
|Good for Wind and Water focused builds.
|-
|-
|{{Item List  |id=27196 |item=Nihil M. Heine |simple=yes}}
|{{#item:27253}}
|Weapon
|Footgear
|Early-mid game card that boosts damage against small monsters.
|Good for Fire focused builds.
|-
|-
|{{Item List  |id=27289 |item=Soul Fragment |simple=yes}}
|{{#item:27250}}
|Weapon
|Footgear
|Early-mid game card that boosts damage against Medium-sized monsters.
|Good for Neutral and Earth focused builds.
|-
|-
|{{Item List  |id=27286 |item=Colorful Teddy Bear |simple=yes}}
|{{#item:27179}}
|Weapon
|Footgear
|Early-mid game card that boosts damage against Large monsters.
|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=4394 |item=Lady Solace |simple=yes}}
|{{#item:300458}}
|Weapon
|Footgear
|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.
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises.
|-
|-
|{{Item List2|id=27384|item=Mutated White Knight}}
|{{#item:4077}}
|Weapon
{{#item:4327}}
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|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.
|-
|-
|{{Item List2|id=300114|item=Magic Poisoned Plaga}}
|{{#item:27026}}
{{Item List2|id=40140|item=Deep Sea Sropho}} <br>
|Accessory
{{Item List2|id=40010|item=Arch Plasma}} <br>
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
{{Item List2|id=27324|item=Brinaranea}} <br>
{{Item List2|id=300124|item=Blue Pitaya}} <br>
{{Item List2|id=27320|item=E-EA1L}} <br>
{{Item List2|id=300106|item=Red Pitaya}} <br>
{{Item List2|id=40009|item=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 List2|id=27385|item=Frozen Gargoyle}}
|{{#item:4577}}
|Shield
{{#item:300222}} <br>
|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:27125}} <br>
{{#item:300364}} <br>
{{#item:27161}} <br>
{{#item:300216}} <br>
{{#item:300211}} <br>
{{#item:27262}} <br>
{{#item:300218}} <br>
{{#item:300006}} <br>
{{#item:300267}} <br>
{{#item:300268}} <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%)
*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}}
*Crow Baron (level 200+): Fire and Wind (15%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
|-
|-
|{{Item List2|id=27385|item=Mutated Khalitzburg}}
|{{#item:300243}}
|Shield
|Accessory
|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.
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|-
|-
|{{Item List |id=4413 |item=Hodremlin |simple=yes}}
|{{#item:1000857}}
|Shield
{{#item:1000859}} <br>
|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: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.
|-
|-
|{{Item List2 |id=27176 |item=Marsh Arclouse |simple=yes}}
|{{#item:25170}}
|Garment
{{#item:25067}}
|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.
|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.
|-
|-
|{{Item List2 |id=300123 |item=Purple Pitaya |simple=yes}}
|{{#item:1001329}}
{{Item List2 |id=4629 |item=Arc Elder |simple=yes}} <br>
|Lower costume headgear
{{Item List2 |id=30149 |item=Deep Sea Phen |simple=yes}} <br>
|This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me!
{{Item List2 |id=27167 |item=Faceworm Larva |simple=yes}} <br>
{{Item List2 |id=4657 |item=Nightmare Ancient Mummy |simple=yes}} <br>
{{Item List2 |id=300372 |item=Cave Flower |simple=yes}} <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 List2 |id=300269 |item=Eldest |simple=yes}}
|{{#item:1001327}}
|Garment
{{#item:25454}} <br>
|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: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 {{#item:550081}}.
|-
|-
|{{Item List2 |id=300273 |item=Smile Giver|simple=yes}}
|{{#item:1001327}}
|Garment
{{#item:1001328}}<br>
|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: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.
|-
|-
|{{Item List  |id=300260 |item=Napeo |simple=yes}}
|}
|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.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List  |id=300424 |item=Friedrich S. Heine |simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Pets
|Garment
|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 List2 |id=27249 |item=Arhi |simple=yes}}
|
|Footgear
 
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
 
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build.
|-
|-
|{{Item List2 |id=27249 |item=Arhi |simple=yes}}
|}
|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]].
===Tips and Tricks===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List2 |id=4658 |item=Nightmare Verit |simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy (WIP)
|Footgear
|-
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|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.
'''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>
 
*Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.  
*Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*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.
*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!
 
 
<u>Ex. Super Novice</u>
 
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>Hyper Novice</u>
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.
 
|-
|-
|{{Item List2 |id=27255 |item=Ordre |simple=yes}}
|}
|Footgear
 
|Good for Wind and Water focused builds.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List2 |id=27253 |item=Geffen Shoplifter |simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1 (WIP, some info may be wrong)
|Footgear
|Good for Fire focused builds.
|-
|-
|{{Item List2 |id=27250 |item=Dio Anemos |simple=yes}}
|1 - get powerful equips (check Equipment 240-275)
|Footgear
 
|Good for Neutral and Earth focused builds.
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the dwarves and gangrene fishermen.
 
3 - The demented dwarf has powerful Lightning Bolt and Thunderstorm skills and will either deal huge damage or cause certain death. It will ALWAYS initiate with Lightning Bolt but it can be interrupted. Once you see a dwarf, attack it first to interrupt its lightning bolt. High priority! Once you see a dwarf, shut it up and kill it ASAP!
 
4 - The gang green fisherman has a powerful Water Ball attack but it can be interrupted. Always keep this thing in Ground Gravitation or bombard it with Meteor Storm Buster so it always interrupts Water Ball.
 
5 - The gator guy has sonic blow and a much more powerful water-element skill which is 99% certain death even with a {{#item:23204}}, but it is used only when within melee range. Stay away and kill it from a distance.
 
6 - The frisky frog is badly influenced by Ifrit's lustful love, lust and desire of stripping people naked, so it will strip your equipment one by one if you're within melee range. It will ALWAYS target your shield first. Stay away and kill it from a distance.
 
7 - The screaming man can cast Dark Grand Cross when you're in melee range for too long. Stay away and kill him from a distance.
 
8 - The overly emo goth angel in white may cast Grand Cross when you're within melee range for too long. Stay away and kill her from a distance.
 
9 - The tree thing has a strong CRIT attack when you're within melee range for too long. Safety Wall negates it. Stay away and kill it from a distance.
 
10 - The dragon fly and archer skeleton can hook you to their location. This is usually a bad thing because there will be lots of monsters nearby.
 
11 - The bad breath angel lady can cast Dark Jupitel Thunder, but it can take a while before she casts it. Kill her before she casts it.
 
12 - The gentlemanly muddy hand and spider are nuisances because they can cast Quagmire. {{#item:12710}} solves that problem almost completely. However, the spider may cast Spider Web, but it will only do so when attacked.
 
13 - The dark flower girl, cute red lizard, demented laughing angel and skeleton soldier don't seem to do much, but kill them anyway. Teehee~
|-
|-
|{{Item List2 |id=27179 |item=Coyote |simple=yes}}
|}
|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.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=4077 |item=Phen |simple=yes}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 2(WIP)
{{Item List |id=4327 |item=Bloody Butterfly |simple=yes}}
|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.
|-
|-
|{{Item List |id=27026 |item=Fire Condor |simple=yes}}
|1 - get powerful equips (check Equipment 240-275)
|Accessory
 
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
2 - Use {{#item:23204}} so you won't get 1-shot by Mosquitoes. Mosquitoes have a strong, usually 1-shot Lightning Bolt skill. Once you see a Mosquito, kill it ASAP before it kills you! VERY HIGH PRIORITY TARGET. KILL THESE BLOOD SUCKERS ON SIGHT!
 
3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick!
 
4 - Get ready to get stuck... A LOT! Duneyrr and Creepy Tree Thing can cast Spider Web. Spider Web can occasionally stack, causing you to get stuck for 16 seconds instead of 8. Thank goodness it got nerfed, causing -50 Flee instead of -50% Flee, but getting stuck while a Salamander is about to cast Earthquake isn't exactly the best situation... Safety Wall can help a little when being surrounded by more than 4 mobs, but it definitely won't help against ranged and magic attacks, and earthquakes of course.
 
5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake.
 
6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out!
 
7 - Keep it steady and try not to mob too much until you're feeling confident or can deal TONS of damage. Tons of damage.
|-
|-
|{{Item List |id=4577 |item=Elvira |simple=yes}}
|}
{{Item List |id=300222 |item=Firewind Kite |simple=yes}} <br>
 
{{Item List |id=27125 |item=Headless Mule |simple=yes}} <br>
<!--- 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 --->
{{Item List  |id=300364 |item=Calmaring |simple=yes}} <br>
 
{{Item List |id=27161 |item=Mavka |simple=yes}} <br>
== Physical ==
{{Item List  |id=300216 |item=Lava Toad |simple=yes}} <br>
[[File:PhysHN .jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins.]]
{{Item List  |id=300211 |item=Crow Duke |simple=yes}} <br>
[[File:PhysHN .jpg|thumb|Placeholder screenshot]]
{{Item List  |id=27262 |item=Dwigh |simple=yes}} <br>
 
{{Item List  |id=300218 |item=Ashhopper |simple=yes}} <br>
'''For a better and more comprehensive guide on Physical Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
{{Item List2 |id=40000 |item=Jewelry Ant |simple=yes}} <br>
 
{{Item List  |id=300267 |item=Crow Baron |simple=yes}} <br>
'''(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.
{{Item List  |id=300268 |item=Crow Duke |simple=yes}} <br>
<!---[[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.]] --->
|Accessory
 
|These cards boost elemental damage.
=== Stats and Traits ===
*Elvira: Wind and Ghost (20%)
 
*Firewind Kite: Wind (35%) Left accessory
{| class="wikitable"
*Headless Mule: Water (20%)
! style="text-align: center; font-weight: bold; width: 100px" | Stat
*Calmaring: Water (35%) '''Not yet implemented, Left accessory'''
! style="text-align: center; font-weight: bold; width: auto" | Amount
*Mavka: Fire and Earth (20%)
! style="text-align: center; font-weight: bold; width: auto" | Notes
*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 List  |id=4336 |item=Ungoliant |simple=yes}}
*Crow Baron (level 200+): Fire and Wind (15%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
|-
|-
|{{Item List  |id=300243 |item=Lude Gal |simple=yes}}
|STR
|Accessory
|100-120
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|Main stat. Increases ATK and carrying capacity.
|-
|-
|{{Item List  |id=1000528 |item=Magic Power Amber [U] |simple=yes}}
|AGI
{{Item List  |id=1000529 |item=Magic Power Amber [M] |simple=yes}} <br>
|60-100
{{Item List  |id=1000530 |item=Magic Power Amber [L] |simple=yes}}
|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.
|Upper costume headgear, mid costume headgear, lower costume headgear
|-
|These three boost elemental damage and must be together for maximum effectiveness.
|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.
|-
|-
|{{Item List  |id=25170 |item=Minor Casting Onyx [G] |simple=yes}}
|INT
{{Item List  |id=25067 |item=Casting Onyx [G] |simple=yes}}
|70-80
|Garment costume
|Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
|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=1001329 |item=Not yet implemented [L] |simple=yes}}
|DEX
|Lower costume headgear
|60-80 / 120 (Ranged Hyper Novice builds)
|This lower headgear costume stone is not yet implemented.
|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.
|-
|-
|{{Item List  |id=1001327 |item=Not yet implemented [U] |simple=yes}}
|LUK
{{Item List  |id=25454 |item=High Wizard Onyx [M] |simple=yes}} <br>
|60-80 / 120-125 (Mega Sonic Blow builds)
{{Item List  |id=1001326 |item=Not yet implemented [G] |simple=yes}}
|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).
|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}}
|-
|-
|}
|}
|}


{| 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
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Pets
|POW
|110
|Primary trait. Max this for the highest possible damage.
|-
|-
|
|STA
 
|Optional
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.
|If more RES is needed and there are still some points to spare, grab a few points here.
 
*{{Item List |id=9089 |item=Am Mut Egg |simple=yes}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{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 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.
|-
|-
|}
|WIS
 
|Optional
===Tips and Tricks===
|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.
|-
|}
 
=== Skills ===


{| 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:#CC0000; color:White;  width: 100% " |Skills: Physical
|-
|-
|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.  
|<!---[[File:Melee SN HTF.png|300px|right|thumb|With the power of the {{#item:16043| Chevrolet Suburban }}, a Super Novice makes sad Kimi happy.]] --->
'''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. --->
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.


{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|-
|{{#skill:48 |Double Attack}}
|Optional
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.


<u>Super Novice:</u>
Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
 
|-
*Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.  
|{{#skill:50 |Steal}}
*Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
|5
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
|Steal items from one target. Prerequisite for Hiding.
*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.
|-
*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!
|{{#skill:51 |Hiding}}
*When in a party... I have writer's block!
|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.
 
|-
<u>Ex. Super Novice</u>
|{{#skill:28 |Heal}}
 
|3
When soloing, I get writer's block!
|Mainly for self-healing purposes.
 
|-
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.
|{{#skill:29 |Increase AGI}}
 
|10
 
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
<u>Hyper Novice</u>
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.


Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
|-
|{{#skill:31 |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.
|-
|{{#skill:34 |Blessing}}
|Optional
|Makes you hit harder and more accurately. Optional.
|-
|-
|}
|{{#skill:9 |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.
|-
|{{#skill:45 |Attention Concentrate}}
|10
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).


<!--- 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  --->
Your main source of DEX and AGI at higher levels. Max this.
 
== 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 ===
 
{| 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
|{{#skill:24 |Ruwach}}
|100-120
|1
|Main stat. Increases ATK and carrying capacity.
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|AGI
|{{#skill:26 |Teleport}}
|60-100
|1
|Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep.
|Save weight, money, inventory space and the grind for items that enable it!
|-
|-
|VIT
|{{#skill:11 |Napalm Beat}}
|70-80
|Optional
|Increases Max HP while reducing the chances of getting Poisoned.
|Prerequisite for Soul Strike and Safety Wall.
|-
|-
|INT
|{{#skill:13 |Soul Strike}}
|70-80
|Optional
|Increases Max HP while reducing the chances of getting Silenced.
|Prerequisite for Safety Wall.
|-
|-
|DEX
|{{#skill:12 |Safety Wall}}
|60-80 / 120 (Ranged Hyper Novice builds)
|Optional
|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.
|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.
|-
|-
|LUK
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|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).
|-
|-
|}
|{{#skill:210 |Snatcher (Gank)}}
 
|4
{| class="wikitable"
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
! 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
|{{#skill:213 |Tunnel Drive}}
|100
|2
|Primary trait. Max this for the highest possible damage.
|Moving while hiding makes escaping or positioning for a raid easier.
|-
|-
|STA
|{{#skill:211 |Steal Coin (Mug)}}
|0 or 30-97
|4
|Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value.
|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.
|-
|-
|WIS
|{{#skill:212 |Back Stab}}
|0 or 30-97
|2
|Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value.
|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.
|-
|-
|SPL
|{{#skill:213 |Raid (Sightless Mind)}}
|0
|5
|Not needed.
|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.
|-
|-
|CON
|{{#skill:66 |Impositio Manus}}
|0 or 30-97
|3
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|-
|-
|CRT
|{{#skill:68 |Aspersio}}
|0 or 30-97
|1-5
|Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait.
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|-
|-
|}
|{{#skill:90 |Earth Spike}}
 
|Optional
=== Skills ===
|Prerequisite for Quagmire.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Skills: Physical
|{{#skill:91 |Heaven's Drive}}
|Optional
|Prerequisite for Quagmire.
|-
|-
|<!---[[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.]] --->
|{{#skill:92 |Quagmire}}
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.
|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.
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#skill:5075 |Breakthrough}}
|5
|More HP, SP and received healing is always better. Max this.
|-
|-
|{{Skill List |id=48 |skill=Double Attack|simple=yes}}
|{{#skill:5076 |Help Me Angel!}}
|Optional
|Optional
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.
|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.
 
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:5077 |Transcendence}}
|5
|Optional
|Steal items from one target. Prerequisite for Hiding.
|More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
|-
|-
|{{Skill List |id=51 |skill=Hiding|simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|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.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#skill:5449 |Self Study Tactics}}
|3
|5-10
|Mainly for self-healing purposes.
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#skill:5451 |Double Bowling Bash}}
|10
|7-10
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
|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.
 
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:5452 |Mega Sonic Blow}}
|1
|7-10
|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.
|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=34 |skill=Blessing|simple=yes}}
|{{#skill:5453 |Shield Chain Rush}}
|Optional
|7-10
|Makes you hit harder and more accurately. Optional.
|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=9 |skill=Increase SP Recovery|simple=yes}}
|{{#skill:5454 |Spiral Pierce Max}}
|Optional
|7-10
|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.
|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=45 |skill=Attention Concentrate|simple=yes}}
|{{#skill:5461 |Breaking Limit}}
|10
|1
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
|Significantly increases the damage of all skills in the Physical tree.
|-
|}
|}
 
=== Equipment ===


Your main source of DEX and AGI at higher levels. Max this.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
! style="background-color:#CC0000; color:White;  width: 100% " |Equipment
|1
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|<!---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!'''--->
|1
 
|Save weight, money, inventory space and the grind for items that enable it!
You can use Eden Gear or choose from the list below...
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{Skill List |id=11 |skill=Napalm Beat|simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|Optional
|Prerequisite for Soul Strike and Safety Wall.
|-
|-
|{{Skill List |id=13 |skill=Soul Strike|simple=yes}}
|{{#item:34805}}
|Optional
|Chest
|Prerequisite for Safety Wall.
|[[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.
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#item:5119}}
|Optional
|Upper Headgear
|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!
|Lighthalzen Armory (unslotted)
 
Holden (slotted)
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
|Starter Headgear. Gives +1 all stats.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#item:18776}}
|Upper Headgear
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{Skill List |id=210 |skill=Snatcher (Gank)|simple=yes}}
|{{#item:2340}}
|4
|Armor
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|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:2352|Tattered Novice Ninja Suit }}).
|-
|-
|{{Skill List |id=213 |skill=Tunnel Drive|simple=yes}}
|{{#item:15012}}
|2
|Armor
|Moving while hiding makes escaping or positioning for a raid easier.
|Orc Lady
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{Skill List |id=211 |skill=Steal Coin (Mug)|simple=yes}}
|{{#item:2355}}
|4
|Armor
|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.
|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.
|-
|-
|{{Skill List |id=212 |skill=Back Stab|simple=yes}}
|{{#item:2113}}
|2
|Shield
|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.
|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.
|-
|-
|{{Skill List |id=213 |skill=Raid (Sightless Mind)|simple=yes}}
|{{#item:2183}}
|5
|Shield
|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.
|Mastering
 
|Part of the Angel's Set.
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}}
|{{#item:2512}}
|3
|Garment
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{Skill List |id=68 |skill=Aspersio|simple=yes}}
|{{#item:20710}}
|1-5
|Garment
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{Skill List |id=90 |skill=Earth Spike|simple=yes}}
|{{#item:2416}}
|Optional
|Footgear
|Prerequisite for Quagmire.
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|-
|-
|{{Skill List |id=91 |skill=Heaven's Drive|simple=yes}}
|{{#item:22015}}
|Optional
|Footgear
|Prerequisite for Quagmire.
|Vocal
|Part of the Angel's Set. HP +100.
|-
|-
|{{Skill List |id=92 |skill=Quagmire|simple=yes}}
|{{#item:2628}}
|Optional
|Accessory
|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.
|Izlude Armor Dealer
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#item:2607}}
|5
|Accessory
|More HP, SP and received healing is always better. Max this.
|Dragon Fly
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|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.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#item:35108}}
|Optional
|Chest
|More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
|[[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:25223}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item:450121}}
 
{{#item:470016}}
 
{{#item:480012}}
 
{{#item:490014}}
|Equipment Set
|1 {{#item:25223|Paradise Coin}} 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:100128|Noblesse Upgrade Ticket}}, for the low, low price of just a single {{#item:25223|Paradise Coin}}!
|-
|-
|{{Skill List |id=5449 |skill=Self Study Tactics|simple=yes}}
|{{#item:450123|Super Novice Suit}}
|5-10
 
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
{{#item:470018|Attack Boots}}
 
{{#item:480016|Attack Manteau}}
 
{{#item:490017|Attack Ring}}
|Equipment Set
|3 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|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:100129|Refine Ticket}}, for the low cost of just 3 {{#item:25223|Paradise Coins}}!
|-
|-
|{{Skill List |id=5451 |skill=Double Bowling Bash|simple=yes}}
|{{#item:450125|Grace Super Novice Suit}}
|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.
{{#item:470020|Grace Attack Boots}}
 
{{#item:480018|Grace Attack Manteau}}
 
{{#item:490019|Grace Attack Ring}}
|Equipment Set
|4 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|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. 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:100130|Grace Upgrade Ticket}}, for the low cost of just 4 {{#item:25223|Paradise Coins}}!
|-
|-
|{{Skill List |id=5452 |skill=Mega Sonic Blow|simple=yes}}
|{{#item:450185|Paradise Luxury Suit }}
|7-10
{{#item:470069|Paradise Luxury Boots }}
|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.
|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.
|-
|-
|{{Skill List |id=5453 |skill=Shield Chain Rush|simple=yes}}
|{{#item:510039|Paradise Super Novice Dagger }}
|7-10
|Weapon
|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.
|[[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.
|-
|-
|{{Skill List |id=5454 |skill=Spiral Pierce Max|simple=yes}}
|{{#item:18776|Advanced Angel's Kiss  }}
|7-10
|Upper Headgear
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|Reno (@go 36), 20 Pure Energy Crystals
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|-
|-
|{{Skill List |id=5461 |skill=Breaking Limit|simple=yes}}
|{{#item:5358|Peco Ears }}
|1
|Mid Headgear
|Significantly increases the damage of all skills in the Physical tree.
|[[Gold Coins]]
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|-
|}
|{{#item:15068|Advanced Angelic Protection  }}
|}
|Armor
 
|Reno (@go 36), 20 Pure Energy Crystals
=== Equipment ===
|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.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Equipment
|{{#item:15116|Armor of Airship }}
|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.
|-
|-
|<!---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!'''--->
|{{#item:28705|Crimson Dagger |slots=2 }}
 
|Dagger
You can use Eden Gear or choose from the list below...
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
{| class="wikitable" width="100%"
|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).
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:16040|Crimson Mace |slots=2 }}
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15).
|-
|-
|{{Item List  |id=34805 |item=Eden Equipment Chest [Physical] |simple=yes}}
|{{#item:2183|Advanced Angelic Guard  }}
|Chest
|Shield
|[[Eden Academy]], Base Level 10
|Reno (@go 36), 20 Pure Energy Crystals
|'''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.
|Part of the Advanced Angel's Set.
|-
|{{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
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|{{Item List |id=2340 |item=Novice Breastplate |slots=1 |simple=yes}}
|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 ({{Item List |id=2352 |item=Tattered Novice Ninja Suit |simple=yes}}).
|-
|{{Item List |id=15012 |item=Puente Robe |slots=1 |simple=yes}}
|Armor
|Orc Lady
|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:2113|Novice Shield }}
|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.
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|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.
|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=2183 |item=Angelic Guard |slots=1 |simple=yes}}
|{{#item:20710|Advanced Angelic Cardigan  }}
|Shield
|Mastering
|Part of the Angel's Set.
|-
|{{Item List |id=2512 |item=Novice Manteau |slots=1 |simple=yes}}
|Garment
|Garment
|Lighthalzen Armory
|Reno (@go 36), 20 Pure Energy Crystals
|Starter Garment - gives 10% Neutral resistance.
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|-
|-
|{{Item List |id=20710 |item=Angelic Cardigan |slots=1 |simple=yes}}
|{{#item:20743|Cloak of Airship  }}
|Garment
|Garment
|Vagabond Wolf
|[[Airship Assault]]
|Part of the Angel's Set. Adds 5% HP recovery.
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|-
|-
|{{Item List |id=2416 |item=Novice Shoes |slots=1 |simple=yes}}
|{{#item:22015|Advanced Angelic Reincarnation  }}
|Footgear
|Footgear
|Lighthalzen Armory
|Reno (@go 36), 20 Pure Energy Crystals
|Starter Shoes. Gives an HP boost.
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|-
|-
|{{Item List |id=22015 |item=Angelic Reincarnation |slots=1 |simple=yes}}
|{{#item:22046|Boots of Airship }}
|Footgear
|Footgear
|Vocal
|[[Airship Assault]]
|Part of the Angel's Set. HP +100.
|Use this to complete the Airship set. Gives an ASPD boost.
|-
|-
|{{Item List |id=2628 |item=Novice Armlet |slots=1 |simple=yes}}
|{{#item:2921|Str Glove  }}
|Accessory
|Accessory
|Izlude Armor Dealer
|Eclage Glove Seller (10 Splendide Coins)
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|If your base STR is 110, equip two of these as it adds ATK for every 10 base STR and +1% ATK if base STR is 110.
|-
|-
|{{Item List |id=2607 |item=Clip |slots=1 |simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|Accessory
|Dragon Fly
|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)'''
|{{#item:5897|Ascendant Crown  }}
|Upper Headgear
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{Item List  |id=35108 |item=Adv. Eden Chest [Physical] |simple=yes}}
|{{#item:18874|Monocle  }}
|Chest
|Mid Headgear
|[[Eden Academy]], Base Level 100
|Owl Viscount, Owl Marquees
|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.
|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=450121|item=Noblesse Super Novice Suit|slots=1}}
|{{#item:5361|Gangster Scarf }}
 
|Lower Headgear
{{Item List |id=470016|item=Noblesse Attack Boots|slots=1}}
|Cash Shop
 
[[Custom Headgear Quests]]
{{Item List |id=480012|item=Noblesse Attack Manteau|slots=1}}
|Gives ATK+5.
 
{{Item List |id=490014|item=Noblesse Attack Ring|slots=1}}
|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}}!
|-
|-
|{{Item List |id=450123|item=Imperial Super Novice Suit|slots=1}}
|{{#item:15376|Illusion Armor A-type}}
 
|Armor
{{Item List |id=470018|item=Imperial Attack Boots|slots=1}}
|[[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:39540|Modification Orb (Delay After Skill)}} and two {{#item:39534|Modification Orb (Power)}}.
{{Item List |id=480016|item=Imperial Attack Manteau|slots=1}}
 
{{Item List |id=490017|item=Imperial Attack Ring|slots=1}}
|Equipment Set
|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=450125|item=Grace Super Novice Suit|slots=1}}
|{{#item:510039|Paradise Super Novice Dagger }}
 
{{Item List |id=470020|item=Grace Attack Boots|slots=1}}
 
{{Item List |id=480018|item=Grace Attack Manteau|slots=1}}
 
{{Item List |id=490019|item=Grace Attack Ring|slots=1}}
|Equipment Set
|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. 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=Paradise Luxury Suit |simple=yes}}
{{Item List  |id=470069 |item=Paradise Luxury Boots |simple=yes}}
|Armor and Shoes
|Eden Academy, level 100
|Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds.
|-
|{{Item List  |id=510039 |item=Paradise Super Novice Dagger |simple=yes}}
|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 two glaring downsides - no slots and it can't be refined.
|-
|-
|{{Item List |id=18776 |item=Advanced Angel's Kiss |slots=1 |simple=yes}}
|{{#item:16043| Meteor Strike|slots=2 }}
|Upper Headgear
|Mace
|Reno (@go 36), 20 Pure Energy Crystals
|[[Meteor Strike Quest]]
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|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=5358 |item=Peco Ears |simple=yes}}
|{{#item:16040|Crimson Mace |slots=2 }}
|Mid Headgear
|Mace
|[[Gold Coins]]
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|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 List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|Armor
|One-Handed Sword
|Reno (@go 36), 20 Pure Energy Crystals
|Broken Security Beta, Verporte
|MDEF+30
|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.
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:510071|Patent Blessed Knife |slots=2 }}
|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.
|-
|{{Item List |id=28705 |item=Crimson Dagger |slots=2 |simple=yes}}
|Dagger
|Dagger
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
|[[Ancient Hero]]
|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).
|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=16040 |item=Crimson Mace |slots=2 |simple=yes}}
|{{#item:2113|Novice Shield  }}
|Mace
|Shield
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Lighthalzen Armory
|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).
|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=2183 |item=Advanced Angelic Guard |slots=1 |simple=yes}}
|{{#item:460017|Illusion Guard }}
|Shield
|Shield
|Reno (@go 36), 20 Pure Energy Crystals
|[[Illusion of Twins]]
|Part of the Advanced Angel's Set.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:28942|Cursed Knight's Shield }}
|Shield
|Shield
|Lighthalzen Armory
|Cash Shop
|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.
|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=20710 |item=Advanced Angelic Cardigan |slots=1 |simple=yes}}
|{{#item:20718|Giant Faceworm Skin  }}
|Garment
|Garment
|Reno (@go 36), 20 Pure Energy Crystals
|[[Faceworm's Nest]]
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|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 List |id=20743 |item=Cloak of Airship |slots=1 |simple=yes}}
|{{#item:20933|Illusion Engine Wing A-type}}
|Garment
|Garment
|[[Airship Assault]]
|[[Illusion]]
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|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=22015 |item=Advanced Angelic Reincarnation |slots=1 |simple=yes}}
|{{#item:2576|Heroic Backpack  }}
|Footgear
|Garment
|Reno (@go 36), 20 Pure Energy Crystals
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|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=22046 |item=Boots of Airship |simple=yes}}
|{{#item:22011|Temporal Boots of Luck  }}
|Footgear
|Footgear
|[[Airship Assault]]
|[[Old Glast Heim]]
|Use this to complete the Airship set. Gives an ASPD boost.
[[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!'''
|-
|-
|{{Item List |id=2921 |item=Str Glove |slots=1 |simple=yes}}
|{{#item:22196|Illusion Leg A-type  }}
|Accessory
|Accessory
|Eclage Glove Seller (10 Splendide Coins)
|[[Illusion]]
|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.
|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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|{{#item:22238|Great Hero Boots}}
|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: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=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:2963|Physical Enhancer Ring  }}
|Upper Headgear
|Accessory
|[[Cash Shop]]
|[[Geffen Magic Tournament]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|-
|-
|{{Item List |id=18874 |item=Monocle |slots=1 |simple=yes}}
|{{#item:52228|King Schmidt's Strong Insignia  }}
|Mid Headgear
|Accessory
|Owl Viscount, Owl Marquees
|[[Fall of Glast Heim]]
|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}}.
|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 List |id=5361 |item=Gangster Scarf |simple=yes}}
|{{#item:42207|Illusion Booster R  }}
|Lower Headgear
|Accessory
|Cash Shop
|[[Illusion]]
[[Custom Headgear Quests]]
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|Gives ATK+5.
|-
|-
|{{Item List2|id=15376|item=Illusion Armor A-type|slots=1}}
|{{#item:42208|Illusion Booster L  }}
|Armor
|Accessory
|[[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)}}.
|ATK +5%. {{#item:39544|Modification Orb (Drain Soul)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
|{{Item List  |id=510039 |item=Paradise Super Novice Dagger |simple=yes}}
|{{#item:24318|Super Novice Shadow Shield }}
|Weapon
|Shadow Gear
|[[Eden Group]]
|[[High Rank Shadow Gear]]
|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.
|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 List |id=16043 |item= Meteor Strike|slots=2 |simple=yes}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Mace
|Shadow Gear
|[[Meteor Strike Quest]]
|[[High Rank Shadow Gear]]
|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.
|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.
|-
|-
|{{Item List |id=16040 |item=Crimson Mace |slots=2 |simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Compared to the Vicious Mind Mace, this has less ATK and no enchants but has 2 slots, allowing for more options for carding. Get a Neutral element mace. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. While significantly more expensive, the greatest benefits are increased versatility and weight savings (2000 weight saved!). You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore!
|-
|-
|{{Item List2 |id=500007 |item=Hypocrisy Machine |slots=3 |simple=yes}}
|{{#item:5897|Ascendant Crown  }}
|One-Handed Sword
|Upper Headgear
|Broken Security Beta, Verporte
|[[Cash Shop]]
|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.
|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=510071 |item=Patent Blessed Knife |slots=2 |simple=yes}}
|{{#item:34281|Clark Sidecap EVT}}
|Dagger
|Headgear
|[[Ancient Hero]]
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|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.
|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=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:34278|Chung Cap EVT}}
|Shield
{{#item:34280|Stripe Cap EVT}}<br>
|Lighthalzen Armory
{{#item:34284|Red Coronet EVT}}
|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.
|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 {{#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=460017 |item=Illusion Guard |slots=1 |simple=yes}}
|{{#item:410080|Deep Blue Sunglasses }}
|Shield
|Middle Headgear
|[[Illusion of Twins]]
|
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|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=28942 |item=Cursed Knight's Shield |slots=1 |simple=yes}}
|{{#item:400002|Victory Wing Ears }}
|Shield
|Middle Headgear
|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.
|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=20718 |item=Giant Faceworm Skin |slots=1 |simple=yes}}
|{{#item:18754|Blood Sucker}}
|Garment
|Lower Headgear
|[[Faceworm's Nest]]
|{{#item:28620|Lower Hat Box}}
|Recommended to obtain at least a +10 with pure STR or a mix of AGI and STR enchants. Gives lots of DEF and various stats.
|A 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=20933|item=Illusion Engine Wing A-type|slots=1}}
|{{#item:450127|Automatic Armor A-type}}
|Garment
|Armor
|[[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)}}.
|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=2576 |item=Heroic Backpack |slots=1 |simple=yes}}
|{{#item:510054|Fortified Edge |slots=2 }}
|Garment
|Dagger
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|Broken Security Beta, Verporte
|When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8.
|-
|-
|{{Item List |id=22011 |item=Temporal Boots of Luck |slots=1 |simple=yes}}
|{{#item:510039|Paradise Super Novice Dagger }}
|Footgear
|Dagger
|[[Old Glast Heim]]
|[[Eden Group]]
[[Temporal Boots]]
|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.
|When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List2|id=22196|item=Illusion Leg A-type |slots=1 |simple=yes}}
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|Accessory
|One-Handed Sword
|[[Illusion]]
|Broken Security Beta, Verporte
|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.
|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 List2|id=22238 |item=Great Hero Boots|slots=1}}
|{{#item:510072|Blessed Knife-LT |slots=2 }}
|Footgear
|Dagger
|
|[[Ancient Hero]]
|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.
|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: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=2963 |item=Physical Enhancer Ring |slots=1 |simple=yes}}
|{{#item:500046|Poenitentia Orbis |slots=2 }}
|Accessory
|One-Handed Sword
|[[Geffen Magic Tournament]]
|[[Tomb of Remorse]]
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|A sword that boosts {{#skill:5453 |Shield Chain Rush}} and {{#skill:5451 |Double Bowling Bash}} damage, especially at higher refines and grades.
|-
|-
|{{Item List2|id=52228|item=King Schmidt's Strong Insignia |slots=1 |simple=yes}}
|{{#item:2113|Novice Shield  }}
|Accessory
|Shield
|[[Fall of Glast Heim]]
|Lighthalzen Armory
|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.
|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 List2|id=42207|item=Illusion Booster R |slots=1 |simple=yes}}
|{{#item:460017|Illusion Guard  }}
|Accessory
|Shield
|[[Illusion]]
|[[Illusion of Twins]]
|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.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{Item List2|id=42208|item=Illusion Booster L |slots=1 |simple=yes}}
|{{#item:28946|Purified Knight's Shield  }}
|Accessory
|Shield
|[[Illusion]]
|Cash Shop
|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.
|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 List2 |id=24318 |item=Super Novice Shadow Shield |simple=yes}}
|{{#item:460018|Illusion Silver Guard  }}
|Shadow Gear
|Shield
|[[High Rank Shadow Gear]]
|Cash Shop
|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.
|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=24282 |item=Super Novice Shadow Gauntlet |simple=yes}}
|{{#item:480020|Automatic Engine Wing A-type}}
|Shadow Gear
|Garment
|[[High Rank Shadow Gear]]
|[[Sage's Legacy]]
|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.
|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)}}.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item:480124|Convertible Physical Wing}}
|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.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:480197|Convertible Critical Wing}}
|Upper Headgear
|Garment
|[[Cash Shop]]
|[[Sunken Sands]]
|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 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 List |id=34281|item=Clark Sidecap EVT|slots=1}}
|{{#item:470022|Automatic Leg A-type}}
|Headgear
|Shoes
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|[[Sage's Legacy]]
|Ignoring the OS weapons bonuses, this is the only one that boosts Melee damage. To easily get them to +10, refine them to +4, buy a couple of {{Item 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.
|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 List |id=34278|item=Chung Cap EVT|slots=1}}
|{{#item:470094|Hero Boots-LT}}
{{Item List |id=34280|item=Stripe Cap EVT|slots=1}}<br>
|Footgear
{{Item List |id=34284|item=Red 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 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.
|-
|{{Item List |id=410080|item=Deep Blue Sunglasses |slots=1}}
|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.
|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=400002|item=Victory Wing Ears |slots=1}}
|{{#item:490024|Automatic Booster R}}
|Middle Headgear
|Accessory
|
|[[Sage's Legacy]]
|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.
|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=18754|item=Blood Sucker}}
|{{#item:490025|Automatic Booster L }}
|Lower Headgear
|Accessory
|{{Item List |id=28620|item=Lower Hat Box}}
|[[Sage's Legacy]]
|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.
|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 List2|id=450127|item=Automatic Armor A-type|slots=1}}
|{{#item:24619|Super Power Shadow Glove}}
|Armor
|Shadow Gear
|[[Illusion]]
|[[Ancient Laboratory]]
|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)}}.
|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.'''
|-
|-
|{{Item List  |id=510054 |item=Fortified Edge |slots=2 |simple=yes}}
|{{#item:24318|Super Novice Shadow Shield }}
|Dagger
|Shadow Gear
|Broken Security Beta, Verporte
|go 15
|A level 5 weapon that boosts {{Skill List |id=5451 |skill=Double Bowling Bash|simple=yes}} damage. Refine this to +8.
|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 List  |id=510039 |item=Paradise Super Novice Dagger |simple=yes}}
|{{#item:24150|Infinity Shadow Ring }}
|Dagger
{{#item:24151|Infinity Shadow Bracer }}
|[[Eden Group]]
|Shadow Gear
|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.
|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.
|-
|-
|{{Item List2 |id=500007 |item=Hypocrisy Machine |slots=3 |simple=yes}}
|}
|One-Handed Sword
|}
|Broken Security Beta, Verporte
 
|One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to <s>infinity</s> +11 and beyond.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List  |id=510072 |item=Blessed Knife-LT |slots=2 |simple=yes}}
! style="background-color:#CC0000; color:White; width: 100% " |Sample equipment builds (Coming soon!)
|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 {{Item List2|id=470094 |item=Hero Boots-LT|slots=1}}
'''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.
|-
|-
|{{Item List  |id=500046 |item=Poenitentia Orbis |slots=2 |simple=yes}}
|
|One-Handed Sword
{| class="wikitable" width="100%"
|[[Tomb of Remorse]]
! style=" width: 20% " | Item
|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.
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|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.
|-
|-
|{{Item List |id=460017 |item=Illusion Guard |slots=1 |simple=yes}}
|{{#item:34805|Eden Equipment Chest [Physical] |slots=0 }}
|Shield
|Chest
|[[Illusion of Twins]]
|[[Beginners Guide|Eden Academy]], Base Level 10
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|'''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=28946 |item=Purified Knight's Shield |slots=1 |simple=yes}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|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 {{Item List  |id=510072 |item=Blessed Knife-LT |slots=2 |simple=yes}} as your main weapon.
|-
|-
|{{Item List  |id=460018 |item=Illusion Silver Guard |slots=1 |simple=yes}}
|{{#item:35108|Adv. Eden Chest [Physical] |slots=0 }}
|Shield
|Chest
|Cash Shop
|[[Beginners Guide|Eden Academy]], Base Level 100
|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.
|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|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.
|-
|-
|{{Item List2|id=480020|item=Automatic Engine Wing A-type|slots=1}}
|{{#item:450121|Noblesse Super Novice Suit}}
|Garment
 
|[[Sage's Legacy]]
{{#item:470016|Noblesse Attack Boots}}
|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)}}.
 
{{#item:480012|Noblesse Attack Manteau}}
 
{{#item:490014|Noblesse Attack Ring}}
|Equipment Set
|1 {{#item:25223|Paradise Coin}} 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:100128|Noblesse Upgrade Ticket}}, for the low, low price of just a single {{#item:25223|Paradise Coin}}!
|-
|-
|{{Item List2|id=480124|item=Convertible Physical Wing|slots=1}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|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.
|-
|-
|{{Item List2|id=480197|item=Convertible Critical Wing|slots=1}}
|{{#item:5897|Ascendant Crown  }}
|Garment
|Upper Headgear
|[[Sunken Sands]]
|[[Cash Shop]]
|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 very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{Item List2|id=470022 |item=Automatic Leg A-type|slots=1}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|Shoes
|[[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.
|-
|-
|{{Item List2|id=470094 |item=Hero Boots-LT|slots=1}}
|{{#item:5897|Ascendant Crown  }}
|Footgear
|Upper Headgear
|
|[[Cash Shop]]
|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.
|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=490024|item=Automatic Booster R|slots=1}}
|}
|Accessory
|}
|[[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)}}.
|-
|{{Item List |id=490025|item=Automatic Booster L |slots=1}}
|Accessory
|[[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)}}.
|-
|{{Item List |id=24619|item=Super Power Shadow Glove}}
|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.'''
=== Cards and Pets ===
|-
|{{Item List2 |id=24318 |item=Super Novice Shadow Shield |simple=yes}}
|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 necessary, max Double Attack for faster ASPD.
|-
|{{Item List2 |id=24150 |item=Infinity Shadow Ring |simple=yes}}
{{Item List2 |id=24151 |item=Infinity Shadow Bracer |simple=yes}}
|Shadow Gear
|[[Zaedronath]]
|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.
|-
|}
|}


{| 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:#CC0000; color:White;  width: 100% " |'''Cards and Costume Stones'''
|-
|-
|
|
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 20% " | Card
! style=" width: 10% " | Type
! style=" width: 10% " | Slot
! style=" width: 15% " | Way to obtain
! style=" width: 80% " | Notes
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:4468}}
{{#item: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.
|-
|-
|{{Item List  |id=34805 |item=Eden Equipment Chest [Physical] |slots=0 |simple=yes}}
| {{#item:30150}}
|Chest
|Headgear
|[[Eden Academy]], Base Level 10
|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.
|'''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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item: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.
|-
|-
|{{Item List  |id=35108 |item=Adv. Eden Chest [Physical] |slots=0 |simple=yes}}
|{{#item:27328}}
|Chest
|Headgear
|[[Eden Academy]], Base Level 100
|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.
|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.
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.
|-
 
|{{Item List |id=450121|item=Noblesse Super Novice Suit}}
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%.'''


{{Item List |id=470016|item=Noblesse Attack Boots}}
When equipped with Phen Card, reduces variable casting time by 25%.


{{Item List |id=480012|item=Noblesse Attack Manteau}}
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.


{{Item List |id=490014|item=Noblesse Attack Ring}}
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
|Equipment Set
 
|1 {{Item List |id=25223|item=Paradise Coin}} per piece. Obtained by completing the account-wide [[Eden Academy]] questline.
When equipped with Magalodon Card, Def + 100.
|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:27288}}
|Armor
|Early-mid game card. Increases Hit and ATK.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:4393}}
|Upper Headgear
|Armor
|[[Cash Shop]]
|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.
|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:4392}}
|Armor
|Every 18 Base VIT = +1 DEX. When paired with {{C#item:300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:300310}}
|Upper Headgear
|Armor
|[[Cash Shop]]
|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.
|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: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.
=== Cards and Pets ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:4117}}
|Weapon
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|-
|-
|
|{{#item:4115}}
{| class="wikitable" width="100%"
|Weapon
! style=" width: 20% " | Card
|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.
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=4468 |item=Dark Pinguicula |simple=yes}}
|{{#item:31024}}
{{Item List |id=4458 |item=Duneyrr |simple=yes}}
|Weapon
|Headgear
|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.
|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:27339}}
|Headgear
|Weapon
|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.
|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.
|-
|-
|{{Item List2|id=40015|item=Purple Ferus}}
|{{#item:300231}}
|Headgear
|Weapon
|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.
|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?'''
|-
|-
|{{Item List2|id=27328 |item=Corrupt Life |simple=yes}}
|{{#item:300420}}
|Headgear
|Weapon
|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.
|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.
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.
|-
|-
|{{Card |id=27288 Hardworking Pitman}}
|{{#item:4608}}
|Armor
|Early-mid game card. Increases Hit and ATK.
|-
|{{Card |id=4393 Mistress of Shelter}}
|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.
|-
|{{Card |id=4392 Dame of Sentinel}}
|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.
|-
|{{Card |id=300310 Helmut Lugenburg}}
|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.
|-
|{{Item List |id=4082 |item=Desert Wolf |simple=yes}}
|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.
|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.
|-
|-
|{{Item List |id=4117 |item=Sidewinder |simple=yes}}
|{{#item:300263}}
|Weapon
|Weapon
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|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=4115 |item=Hunter Fly |simple=yes}}
|{{#item:4609}}
|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.
|-
|{{Card |id=31024 Immortal Cursed Knight}}
|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.
|-
|{{Item List |id=27339 |item=Chaotic Ghostring |simple=yes}}
|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.
|-
|{{Card |id=300231 Diligent Soldier Andre Card}}
|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?'''
|-
|{{Card |id=300420 Gan Ceann}}
|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.
|-
|{{Item List |id=4608 |item=White Knight |simple=yes}}
|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.
|-
|{{Card |id=300263 Rekenber Guard}}
|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.
|-
|{{Item List |id=4609 |item=Khalitzburg Knight |simple=yes}}
|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.
|-
|-
|}
|}
Line 2,367: Line 2,362:
|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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<!--- 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 (Work in progress) ==
[[File:Autospell SN.jpg|thumb|Melee Autospell Super Novice in the [[Geffen Magic Tournament]] Instance.]]
[[File:Mage HN .jpg|thumb|Mage build Hyper Novice treading carefully in the Ancient Factory.]]
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:Mage HN .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.
=== Stats ===
===Stats and Traits===
AGI and INT are the most important stats. This enables the autospells to proc often and deal as much damage as possible
 
{| class="wikitable"
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Stat
! style="text-align: center; font-weight: bold; width: 100px" | Stat
Line 2,427: Line 2,420:
|STR
|STR
|1+
|1+
|Leftover. Mainly used for increased carrying capacity or if needed, increased Physical damage.
|Leftover. Mainly used for increased carrying capacity.
|-
|-
|AGI
|AGI
|100-120
|60-80
|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
|70-80
|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
|120+
|Higher INT means higher magic damage. If using a Napeo Card, raise INT to 125.
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|-
|-
|DEX
|DEX
|60-70
|120+
|Get sufficient amounts of DEX to land hits. Misses will not autocast spells.
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|-
|-
|LUK
|LUK
|50-60
|1+
|Higher LUK increases CRIT chances as well as slightly increasing overall damage.
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
|-
|-
|}
|}


{| 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
|-
|-
! style="background-color:#FFFFCC;  width: 100% " |Skills
|POW
|0
|Not needed.
|-
|-
|
|STA
{| class="wikitable" width="100%"
|0 or 30-97
! style=" width: 15% " | Skill
|Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Essential'''
|WIS
|0 or 30-97
|Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|SPL
|1
|100
|Reveals and deals Holy damage to hidden enemies.
|Primary trait. Max this for the highest possible Magic Damage.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|CON
|1
|0 or 30-97
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|CRT
|3-10
|0
|Mainly for self-healing purposes. But it can also be used to heal party members and damage Undead race monsters.
|Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?
|-
|{{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:#FFFFCC; color:Black;  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: #ADD8E6; 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
|Prerequisite for Detoxify. Poison-element melee poke that has a chance to cause Poison status.
|-
|{{Skill List |id=53 |skill=Detoxify|simple=yes}}
|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.
|-
|{{Skill List |id=6 |skill=Provoke|simple=yes}}
|5
|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.
|Prerequisite for Frost Diver.
|-
|-
|{{Skill List |id=8 |skill=Endure|simple=yes}}
|{{#Skill:15}}
|1
|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.
|Prerequisite for Storm Gust.
|-
|{{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}}
|{{#Skill:20}}
|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
|Moving while hiding makes escaping or positioning for a raid easier.
|-
|{{Skill List |id=211 |skill=Steal Coin (Mug)|simple=yes}}
|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.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=72 |skill=Status Recovery|simple=yes}}
|{{#Skill:26}}
|1
|1
|Cures Stun, Frozen, Stone, Stasis and White Imprison.
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{Skill List |id=81 |skill=Sightrasher|simple=yes}}
|{{#Skill:12}}
|1
|Optional
|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.
|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=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: #FFFFCC; 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}}
|Optional
|10
|Adds 30 LUK, which means more CRIT, ATK and MATK.
|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 List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:90}}
|Optional
|3
|Add points to this skill if more HP, SP and ATK are needed. Optional.
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:91}}
|1
|1-5
|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.
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#Skill:92}}
|5
|5
|More HP, SP, MATK and healing power is always better.
|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
|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:248}}
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|-
|{{#Skill:249}}
|Optional
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|-
|{{#Skill:5076}}
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When 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:5077}}
|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.


{| 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:#FFFFCC; color:Black;  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: #ADD8E6; 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: #FFFFCC; 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: #FFFFCC; 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>
Short Aftercast Delay
|-
|-
|{{Item List2|id=20933|item=Illusion Engine Wing A-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. 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}}
|}
|Garment
|}
|[[Illusion]]
 
|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)}}.
===Equipment===
 
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List2|id=480020|item=Automatic Engine Wing A-type|slots=1}}
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Fire Ball
|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)}}.
|-
|-
|[[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%"
|-
|-
|{{Item List2|id=480021|item=Automatic Engine Wing B-type|slots=1}}
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Equipment
|Armor
|[[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}}
|
|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}}
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Super Novice'''
|Accessory
{| class="wikitable" width="100%"
|[[Sage's Legacy]]
! style=" width: 20% " | Item
|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)}}.
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{Item List |id=22010 |item=Temporal AGI Boots |slots=1 |simple=yes}}
|'''Paradise Set'''
|Footgear
|Chest
|[[Old Glast Heim]]
|[[Beginners Guide|Eden Academy]], Base Level 100
[Temporal Boots]]
|'''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.
|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.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{Item List |id=2977 |item=Broken Heart |slots=1 |simple=yes}}
|{{#item:5119}}
|Accessory
|Upper Headgear
|[[Horror Toy Factory]]
|Lighthalzen Armory (unslotted)
|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.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{Item List |id=2978 |item=Kind Heart |slots=1 |simple=yes}}
|{{#item:18776}}
|Accessory
|Upper Headgear
|[[Horror Toy Factory]]
|Toad
|MHP+500. Restores 300HP every 10 seconds. This will increase your survivability. Get this one if you want to be a little more durable.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{Item List |id=2980 |item=Evil Gloves |slots=1 |simple=yes}}
|{{#item:2340}}
|Accessory
|Armor
|[[Horror Toy Factory]]
|Yuno - King's Shop
|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.
|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 List2|id=42209|item=Illusion Battle Chip R |slots=1 |simple=yes}}
|{{#item:15012}}
|Accessory
|Armor
|[[Illusion]]
|Orc Lady
|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.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{Item List |id=490026|item=Automatic Battle Chip R}}
|{{#item:2355}}
|Accessory
|Armor
|[[Sage's Legacy]]
|Eclipse
|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)}}.
|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 List2|id=42210|item=Illusion Battle Chip L |slots=1 |simple=yes}}
|{{#item:2113}}
|Accessory
|Shield
|[[Illusion]]
|Lighthalzen Armory
|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.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|{{Item List |id=490027|item=Automatic Battle Chip L}}
|{{#item:2183}}
|Accessory
|Shield
|[[Sage's Legacy]]
|Mastering
|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)}}.
|Part of the Angel's Set.
|-
|-
|}
|{{#item:2512}}
|}
|Garment
 
|Lighthalzen Armory
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Starter Garment - gives 10% Neutral resistance.
|-
|{{#item:20710}}
|Garment
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|{{#item:2416}}
|Footgear
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|-
|{{#item:22015}}
|Footgear
|Vocal
|Part of the Angel's Set. HP +100.
|-
|{{#item:2628}}
|Accessory
|Izlude Armor Dealer
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |'''Cards'''
|{{#item:2607}}
|Accessory
|Dragon Fly
|Gives 10SP.
|-
|-
|
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
{| class="wikitable" width="100%"
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=4336 |item=Ungoliant |simple=yes}}
|'''Advanced Paradise Set'''
|Headgear
|Chest
|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.
|[[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=4597 |item=Lichtern Blue |simple=yes}}
|{{#item:450122}}


{{Item List |id=4598 |item=Lichtern Green |simple=yes}}
{{#item:470017}}


{{Item List |id=4599 |item=Lichtern Red |simple=yes}}
{{#item:480014}}


{{Item List |id=4600 |item=Lichtern Yellow |simple=yes}}
{{#item:490015}}
|Headgear
|Equipment Set
|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.
|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=4409 |item=Agav |simple=yes}}
|Armor
|MATK+5%, DEF-10. This will further increase your autospell damage. Get this for more damage.
|-
|{{Item List |id=4203 |item=Mutant Dragonoid |simple=yes}}
|Weapon
|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.
|-
|-
|{{Item List |id=4323 |item=Hatii Babe |simple=yes}}
|{{#item:450124|Imperial Super Novice Robe}}
|Weapon
 
|Add a 5% chance to autocast level 3 Frost Diver when attacking.
{{#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:450126}}
 
{{#item:470021}}
 
{{#item:480019}}
 
{{#item:490020}}
|Equipment Set
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] questline.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|-
|-
|{{Item List |id=4608 |item=White Knight |simple=yes}}
|{{#item:550044}}
|Weapon
|Rod
|Gives +20% more damage to Medium and Large monsters.
|[[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=4413 |item=Hodremlin |simple=yes}}
|{{#item:5897}}
|Shield
|Upper Headgear
|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.
|[[Cash Shop]]
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{Item List |id=4595 |item=Cenere |simple=yes}}
|{{#item:15068}}
|Garment
|Armor
|Every 10 base AGI increases ASPD by 2%. Use this card if you have high MATK.
|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=4596 |item=Choco |simple=yes}}
|{{#item:1680}}
|Garment
|Rod
|Every 10 base INT increases MATK by 5. Use this card if you have high ASPD.
|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=4431 |item=Kasa |simple=yes}}
|{{#item:2113}}
|Garment
|Shield
|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.
|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=27177 |item=Marsh Arclouse |simple=yes}}
|{{#item20718}}
|Garment
|Garment
|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.
|[[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=27249 |item=Arhi |simple=yes}}
|{{#item:22008}}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|[[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!'''
|-
|-
|{{Item List |id=27250 |item=Dio Anemos |simple=yes}}
|{{#item:2924}}
|Footgear
|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]].
|-
|{{Item List |id=4378 |item=Gold Acidus |simple=yes}}
|Footgear
|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.
|-
|{{Item List |id=4107 |item=Verit |simple=yes}}
|Footgear
|If your footgear is overupgraded, use this one. Max HP and Max SP +8%.
|-
|{{Item List |id=4097 |item=Matyr |simple=yes}}
|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.
|-
|{{Item List |id=4160 |item=Firelock Soldier |simple=yes}}
|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.
|-
|{{Item List |id=4505 |item=Scaraba |simple=yes}}
|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}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
|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}}
|{{#item:19428}}
|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}}
|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.
|-
|}
|}


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{{#item:20948}}
|-
! style="background-color:#FFFFCC;  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=9019 |item=Dokebi Egg |simple=yes}}: MATK+1%, ATK-1%
{{#item:32239}}
*{{Item List |id=9044 |item=Shinobi Egg |simple=yes}}: AGI+2
*{{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)
|-
|}


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{{#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% " |Strategy
|{{#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 strategy will be based on my version of the Melee Autospell build.
|{{#item:18874}}
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.
|Mid Headgear
 
|Owl Viscount, Owl Marquees
<u>When soloing:</u>
|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 }}.
 
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:15377}}
 
|Armor
<!--- 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  --->
|[[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.
== 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:550044}}
|1+
|Rod
|Mainly used for increased carrying capacity.
|[[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.
|-
|-
|AGI
|{{#item:1680}}
|130
|Rod
|Maximum AGI means maximum Flee to "Flee Tank" more mobs.
|[[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.
|-
|-
|VIT
|{{#item:550080}}
|70-80
|Rod
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|[[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.
|-
|-
|INT
|{{#item:550030}}
|70-80
|Rod
|Increases Max HP while reducing the chances of getting inflicted by Silence.
|[[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.
|-
|-
|DEX
|{{#item:2113}}
|1+
|Shield
|Leftover. Add more DEX if faster Safety Wall spamming is needed.
|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.
|-
|-
|LUK
|{{#item:28942|Cursed Knight's Shield  }}
|70+
|Shield
|Increases Perfect Dodge and Flee for even more "Flee tanking".
|Cash Shop
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|-
|-
|}
|{{#item:460018}}
 
|Shield
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|[[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.
|-
|-
! style="background-color:#D0F0C0;  width: 100% " |Skills: Flee Tank
|{{#item:20934}}
|Garment
|[[Illusion]]
|Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with {{#item:39542|Modification Orb<br>(Above All)}} and 2 {{#item:39537|Modification Orb (Fast)}} modules.
|-
|-
|
|{{#item:22197}}
{| class="wikitable" width="100%"
|Footgear
! style=" width: 15% " | Skill
|[[Illusion]]
! style=" width: 5% " | Level
|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)}}.
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Super Novice
|{{#item:42209}}
|Accessory
|[[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.
|-
|-
|{{Skill List |id=49 |skill=Increase Dodge|simple=yes}}
|{{#item:42210}}
|10
|Accessory
|VERY IMPORTANT. This will be your main source of Flee. Adds 30 Flee at level 10.
|[[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.
|-
|-
|{{Skill List |id=50 |skill=Steal|simple=yes}}
 
|Optional (5)
|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).
|-
|-
|{{Skill List |id=51 |skill=Hiding|simple=yes}}
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|Optional (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.
|-
|-
|{{Skill List |id=52 |skill=Envenom|simple=yes}}
|{{#item:19428}}
|3
{{#item:20948}}
|Prerequisite for Detoxify. Poison-element melee poke that has a chance to cause Poison status.
{{#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=53 |skill=Detoxify|simple=yes}}
|{{#item:34279|Antiquity Cap EVT }}
|1
{{#item:34282|Ceremonial Crown EVT  }}<br>
|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.
{{#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=6 |skill=Provoke|simple=yes}}
|{{#item:18849|Celine Ribbon }}
|5
|Upper 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.
|[[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=8 |skill=Endure|simple=yes}}
|{{#item:410080|Deep Blue Sunglasses }}
|1-2
|Middle 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.
|
|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=9 |skill=Increase SP Recovery|simple=yes}}
|{{#item:400002|Victory Wing Ears }}
|Optional
|Middle Headgear
|If more SP recovery is needed, get this skill.
|
|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=24 |skill=Ruwach|simple=yes}}
|{{#item:32200|Rosary in Mouth}}
|1
|Lower Headgear
|Reveals and deals Holy Element magic damage to hidden enemies.
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#item:32201|Magical Rosary in Mouth}}
|2
|Lower Headgear
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|[[Headgear Awakening]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|-
|{{Skill List |id=27 |skill=Warp Portal|simple=yes}}
|{{#item:450128|Automatic Armor B-type}}
|4
|Armor
|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.
|[[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=25 |skill=Pneuma|simple=yes}}
|{{#item:26162|Welding Wand |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.  
|[[Einbech Dungeon 3]]
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.
|'''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=35 |skill=Cure|simple=yes}}
|{{#item:550030|slots=2|Illusion Thorn Staff of Darkness}}
|1
|Rod
|Cures Blind, Confuse and Silence.
|[[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=28 |skill=Heal|simple=yes}}
|{{#item:550057|Fortified Rod|slots=2}}
|10
|Rod
|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.
|[[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=29 |skill=Increase AGI|simple=yes}}
|{{#item:1680|Rutilus Stick-OS |slots=2 }}
|10
|Rod
|VERY IMPORTANT skill for this build - max this. Gives a movement speed boost, more ASPD and more Flee for tanking.
|[[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.
|-
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|{{#item:550069}}
|5
|Rod
|Prerequisite for Blessing and Angelus. Reduces damage from Demon and Undead race enemies.
|[[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=34 |skill=Blessing|simple=yes}}
|{{#item:28946|Purified Knight's Shield  }}
|10
|Shield
|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.
|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=10 |skill=Sight|simple=yes}}
|{{#item:460018|Illusion Silver Guard }}
|1
|Shield
|Prerequisite for Sightrasher.
|[[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=20 |skill=Lightning Bolt|simple=yes}}
|{{#item:480021|Automatic Engine Wing B-type}}
|1
|Garment
|Prerequisite for Sightrasher.
|[[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=16 |skill=Stone Curse|simple=yes}}
|{{#item:470023|Automatic Leg B-type}}
|1
|Footgear
|Prerequisite for Earth Spike.
|[[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=45 |skill=Attention Concentrate|simple=yes}}
|{{#item:22238|Great Hero Boots}}
|10
|Footgear
|Gives a lot of DEX and AGI. Max this one.
|
|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=12 |skill=Safety Wall|simple=yes}}
|{{#item:490026|Automatic Battle Chip R }}
|10
|Accessory
|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.
|[[Sage's Legacy]]
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.
|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)}}.
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
|{{#item:490027|Automatic Battle Chip L }}
|Accessory
|[[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=210 |skill=Snatcher (Gank)|simple=yes}}
|{{#item:24318|Super Novice Shadow Shield }}
|Optional (4)
|Shadow Gear
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|[[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=213 |skill=Tunnel Drive|simple=yes}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Optional (2)
|Shadow Gear
|Moving while hiding makes escaping or positioning for a raid easier.
|[[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=9|Increase SP Recovery}} to further pierce MDEF.
|-
|-
|{{Skill List |id=211 |skill=Steal Coin (Mug)|simple=yes}}
|Optional (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}}
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice 240-260'''
|Optional (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}}
|{{#item:400246|EVT Bacsojin Hat-LT }}
|Optional (1)
|Upper 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.
|[[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=72 |skill=Status Recovery|simple=yes}}
|{{#item:400154|Survival Circlet-LT }}
|1
|[[Sunken Sands]]
|Cures Stun, Frozen, Stone, Stasis and White Imprison.
|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=81 |skill=Sightrasher|simple=yes}}
|{{#item:400111}}
|1
|Upper 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.
|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=90 |skill=Earth Spike|simple=yes}}
|{{#item:410080|Deep Blue Sunglasses }}
|3
|Middle Headgear
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|
|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=91 |skill=Heaven's Drive|simple=yes}}
|{{#item:400002|Victory Wing Ears }}
|1
|Middle Headgear
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance from you.
|
|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=92 |skill=Quagmire|simple=yes}}
|{{#item:410017|Battle Processor }}
|5
|Middle Headgear
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI.  
|
This will make you lure and flee-tank larger groups of monsters more effectively.
|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=248 |skill=Faith|simple=yes}}
|{{#item:32200|Rosary in Mouth}}
|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.
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#item:32201|Magical Rosary in Mouth}}
|10
|Lower Headgear
|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.
|[[Headgear Awakening]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|-
|{{Skill List |id=70 |skill=Sanctuary|simple=yes}}
|{{#item:18536|Foxtail}}
|Optional (7)
|Lower Headgear
|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.
|[[Sunken Sands]]
At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|-
|-
|{{Skill List |id=75 |skill=Gloria|simple=yes}}
|{{#item:420066|Survival Orb-LT}}
|Optional (5)
|Lower Headgear
|Adds 30 LUK, which means more CRIT, ATK and MATK.
|[[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=66 |skill=Impositio Manus|simple=yes}}
|{{#item:450128|Automatic Armor B-type}}
|3-5
|Armor
|Provides additional ATK and MATK to you and the whole party. Makes everyone kill and heal things a little more effectively.
|[[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=68 |skill=Aspersio|simple=yes}}
|{{#item:450178|Gray Wolf Robe}}
|1-5
|Armor
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|[[Direction of Prayer]]
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|-
|{{#item:450179|Celine's Dress}}
|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.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#item:550082|Freedom Stick-LT|slots=2}}
|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.
|[[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=365 |skill=Magic Crasher|simple=yes}}
|{{#item:550062|Poenitentia Ferrum|slots=2}}
|Optional
|Rod
|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.
|[[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=5075 |skill=Breakthrough|simple=yes}}
|{{#item:550089}}
|5
|Rod
|More HP, SP and received healing is always better. Max this.
|[[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=5076 |skill=Help Me Angel!|simple=yes}}
|{{#item:28946|Purified Knight's Shield  }}
|1
|Shield
|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.
|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=5077 |skill=Transcendence|simple=yes}}
|{{#item:460018|Illusion Silver Guard }}
|5
|Shield
|More HP, SP and healing power 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}}.
|-
|-
|}
|{{#item:20966|Temporal Int Manteau}}
|}
|Garment
 
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
|-
|-
! style="background-color:#D0F0C0; color:Black;  width: 100% " |Equipment
|{{#item:480125|Convertible Magical Wing}}
|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.
|-
|-
|{{#item:470094|Hero Boots-LT}}
|Footgear
|
|
{| class="wikitable" 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=" 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: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 List |id=5119 |item=Super Novice Hat |slots=1 |simple=yes}}
|{{#item:470122}}
|Upper Headgear
|Footgear
|Lighthalzen Armory<br>8,500 zeny
|
Holden (slotted)
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
|All stats +1. Buy this or kill gun-wielding moles if you're on a tight budget.
|-
|-
|{{Item List |id=2340 |item=Novice Breastplate |slots=1 |simple=yes}}
|{{#item:490052|Sinful Sapphire Ring }}
|Armor
{{#item:490064|Brilliant Light Sapphire Ring }}
|Yuno - King's Shop<br>89,000 zeny
|Accessory (Right)
|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.
|[[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=2355 |item=Angelic Protection |slots=1 |simple=yes}}
|{{#item:490053|Sinful Sapphire Necklace }}
|Armor
{{#item:490065|Brilliant Light Sapphire Necklace }}
|Eclipse
|Accessory (Left)
|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.
|[[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.
|-
|-
|{{Item List |id=1505 |item=Mace |slots=4 |simple=yes}}
|{{#item:490163|Hero's Badge }}
|Mace
|Accessory (Left)
|Weak Skeleton, Skeleton, Curupira
|[[Sunken Sands]]
|Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
|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=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:2980|Evil Gloves }}
|Shield
|Accessory
|Lighthalzen Armory<br>5,000 zeny
|[[Horror Toy Factory]]
|The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}}
|-
|-
|{{Item List |id=2183 |item=Angelic Guard |slots=1 |simple=yes}}
|{{#item:34697|Celine's Brooch }}
|Shield
|Accessory
|Mastering
|[[Nightmare Toy Factory]]
|Part of the Angel's Set. If the Novice Shield is too expensive or if you want the full Angel's Set, get this.
|Part of the Celine set.
|-
|-
|{{Item List |id=2512 |item=Novice Manteau |slots=1 |simple=yes}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Garment
|Shadow Gear
|Lighthalzen Armory<br>50,000 zeny
|[[High Rank Shadow Gear]]
|Gives 10% Neutral Resistance. A good choice for budding Flee-Tank Super Novices.
|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=20710 |item=Angelic Cardigan |slots=1 |simple=yes}}
|{{#item:24616|Super Magic Shadow Shield }}
|Garment
|Shadow Gear
|Vagabond Wolf
|[[Faceworm's Nest]]
|Part of the Angel's Set. Adds 5% HP recovery. If a Novice Manteau is still too expensive, 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=2416 |item=Novice Shoes |slots=1 |simple=yes}}
|}
|Footgear
|}
|Lighthalzen Armory<br>35,000 zeny
 
|A pair of shoes that gives an HP boost.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=22015 |item=Angelic Reincarnation |slots=1 |simple=yes}}
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Sample equipment builds (Coming soon!)
|Footgear
|Vocal
|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.
|-
|-
|{{Item List |id=2628 |item=Novice Armlet |slots=1 |simple=yes}}
|
|Accessory
|Izlude Armor Dealer<br>400 zeny
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
| style="background-color: #D0F0C0; text-align: center;" colspan="4" |Mid-tier
| 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=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:34806|Adv. Eden Chest [Magical] |slots=0 }}
|Upper Headgear
|Chest
|[[Cash Shop]]
|[[Beginners Guide|Eden Academy]], Base Level 100
|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.
|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.
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}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|Mid Headgear
|Owl Viscount, Owl Marquees
|The cheapest and "easiest" to get slotted mid headgear.
|-
|-
|{{Item List |id=5358 |item=Peco Ears |slots=0 |simple=yes}}
|{{#item:35109|Adv. Eden Chest [Magical] |slots=0 }}
|Mid Headgear
|Chest
|[[Gold Coins]]
|[[Beginners Guide|Eden Academy]], Base Level 100
|If a slotted Monocle is still out of reach, this is good for the time being.
|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:25223|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.
|-
|-
|{{Item List |id=15116 |item=Armor of Airship |slots=0 |simple=yes}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''175-200'''
|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.
|-
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|{{#item:5897|Ascendant Crown  }}
|Armor
|Upper Headgear
|Reno (@go 36), 20 Pure Energy Crystals and 1 Angelic Protection
|[[Cash Shop]]
|Has a slot and gives a bigger MDEF boost (+30) compared to the vanilla version. No bonus HP and SP though.
|A good mid-late game headgear that provides a lot of bonuses.
|-
|-
|{{Item List |id=1505 |item=Mace |slots=4 |simple=yes}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|Mace
|Weak Skeleton, Skeleton, Curupira
|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:34279|Antiquity Cap EVT  }}
|Dagger
{{#item:34282|Ceremonial Crown EVT }}<br>
|Phreeoni, Wickebine Tres
{{#item:34283|Celestial Coronet EVT }}
|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.
|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:35160|ET insta-polish}} for 3 Endeavor Coins a piece, because it will refine them to +7 - 10 at random.
|-
|-
|{{Item List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|}
|Shield
|}
|Lighthalzen Armory
 
|The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
===Cards and Pets===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=20743 |item=Cloak of Airship |slots=1 |simple=yes}}
! style="background-color:#FFFFCC; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|Garment
|[[Airship Assault]]
|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}}
|
|Garment
{| class="wikitable" width="100%"
|[[Faceworm's Nest]]
! style=" width: 20% " | Card
|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.
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{Item List |id=22015 |item=Advanced Angel's Reincarnation |slots=1 |simple=yes}}
|{{#item:27310|Plaga }}
|Footgear
{{#item:4600|Lichtern Green }} <br>
|Reno (@go 36), 20 Pure Energy Crystals and 1 Angel's Reincarnation
{{#item:4586|Tikbalang }} <br>
|Gives +500 HP and +100 SP.  
{{#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=22010 |item=Temporal AGI Boots |slots=1 |simple=yes}}
|{{#item:300251|Plagarion }}
|Footgear
{{#item:300259|Fulgor }} <br>
|[[Old Glast Heim]]
{{#item:300255|Litus }} <br>
[[Temporal Boots]]
{{#item:300257|Vanilaqus }} <br>
|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.
{{#item:300256|Fillia }} <br>
 
|Headgear
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|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=2925 |item=Agi Glove |slots=1 |simple=yes}}
|{{#item:27328|Corrupt Life }}
|Accessory
|Headgear
|Eclage Glove Seller (10 Splendide Coins)
|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 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:27396|Isaac Wigner }}
|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%.
|-
|-
|{{Item List |id=5897 |item=Ascendant Crown |slots=1 |simple=yes}}
|{{#item:300174|Melted Poring }}
|Upper Headgear
|Headgear
|[[Cash Shop]]
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|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:4409|Agav }}
|Mid Headgear
|Armor
|Owl Viscount, Owl Marquees
|MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
|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:300308|Meyer Lugenburg }}
|Lower Headgear
|Armor
|[[Gold 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 additional MDEF and more importantly, more LUK which means more Perfect Dodge.
|-
|-
|{{Item List |id=5978 |item=Toy Syringe |slots=0 |simple=yes}}
|{{#item:27114|Ominous Solider }}
|Lower Headgear
|Armor
|[[Custom Headgear Quests]]
|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+.
|Increases the healing power of condensed potions.
|-
|-
|{{Item List |id=15068 |item=Advanced Angelic Protection |slots=1 |simple=yes}}
|{{#item:300254|Amitera }}
|Armor
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|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:4023|Baby Desert Wolf }}
|Mace
|Armor
|Weak Skeleton, Skeleton, Curupira
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|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:27101|Sweet Nightmare }}
|Dagger
|Armor
|Phreeoni, Wickebine Tres
|MATK +20. Uninterruptible casting outside of WoE.
|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 List |id=2113 |item=Novice Shield |slots=1 |simple=yes}}
|{{#item:4392|Dame of Sentinel }}
|Shield
|Armor
|Lighthalzen Armory
|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.
|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:27196|Nihil M. Heine }}
|Garment
|Weapon
|[[Faceworm's Nest]]
|Early-mid game card that boosts damage against small monsters.
|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:27289|Soul Fragment }}
|Footgear
|Weapon
|[[Old Glast Heim]]
|Early-mid game card that boosts damage against Medium-sized monsters.
[[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:27286|Colorful Teddy Bear }}
|Footgear
|Weapon
|[[Old Glast Heim]]
|Early-mid game card that boosts damage against Large monsters.
[[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:4394|Lady Solace }}
|Footgear
|Weapon
|Prontera Castle
|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.
|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:27384|Mutated White Knight}}
|Accessory
|Weapon
|Nightmare Wraith Dead
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|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:300114|Magic Poisoned Plaga}}
|Accessory
{{#item:40140|Deep Sea Sropho}} <br>
|Eclage Glove Seller (10 Splendide Coins)
{{#item:40010|Arch Plasma}} <br>
|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: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.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#D0F0C0; color:Black;  width: 100% " |'''Cards'''
|{{#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:4413|Hodremlin }}
{| class="wikitable" width="100%"
|Shield
! style=" width: 20% " | 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. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
! style=" width: 10% " | Slot
|-
! style=" width: 80% " | Notes
|{{#item:27176|Marsh Arclouse }}
|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.
|-
|{{#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 List |id=4241 |item=Arc Angeling |simple=yes}}
|{{#item:300269|Eldest }}
|Headgear
|Garment
|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.
|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 List |id=4379 |item=Blue Acidus |simple=yes}}
|{{#item:300273|Smile Giver}}
|Headgear
|Garment
|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.
|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=4582 |item=Bungisngis |simple=yes}}
|{{#item:300260|Napeo }}
|Headgear
|Garment
|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.
|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=4336 |item=Ungoliant |simple=yes}}
|{{#item:300424|Friedrich S. Heine }}
|Headgear
|Garment
|Gives additional HP recovery (+10%) and prevents the bleeding status.
|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 List |id=4054 |item=Angeling |simple=yes}}  
|{{#item:27249|Arhi }}
{{Item List |id=4119 |item=Bathory |simple=yes}}
|Footgear
 
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
{{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:27249|Arhi }}
|Weapon
|Footgear
|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.
|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 List |id=4518 |item=Banaspaty |simple=yes}}
|{{#item:4658|Nightmare Verit }}
|Weapon
|Footgear
|Has a chance to cause "Burning" status to an enemy when attacking.
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|-
|-
|{{Item List |id=4522 |item=Sropho |simple=yes}}
|{{#item:27255|Ordre }}
|Weapon
|Footgear
|Has a chance to cause "Crystal" status to an enemy when attacking.
|Good for Wind and Water focused builds.
|-
|-
|{{Item List |id=4609 |item=Khalitzburg Knight |simple=yes}}
|{{#item:27253|Geffen Shoplifter }}
|Shield
|Footgear
|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.
|Good for Fire focused builds.
|-
|-
|{{Item List |id=4253 |item=Alice |simple=yes}}
|{{#item:27250|Dio Anemos }}
|Shield
|Footgear
|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.
|Good for Neutral and Earth focused builds.
|-
|-
|{{Item List |id=4413 |item=Hodremlin |simple=yes}}
|{{#item:27179|Coyote }}
|Shield
|Footgear
|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.
|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=4124 |item=Medusa |simple=yes}}
|{{#item:4077|Phen }}
{{Item List |id=4067 |item=Megalodon |simple=yes}}
{{#item:4327|Bloody Butterfly }}
|Shield
|Accessory
|Use these cards in certain situations when mobs love spamming Stone Curse or Freeze skills.
|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=4351 |item=Kavach Icarus |simple=yes}}
|{{#item:27026|Fire Condor }}
|Garment
|Accessory
|Gives +20 Flee and +1 Perfect Dodge if the garment has a refine rate of 4 or less.
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
Otherwise, it gives +10 Flee.
|-
|-
|{{Item List |id=4285 |item=Choco |simple=yes}}
|{{#item:4577|Elvira }}
|Garment
{{#item:300222|Firewind Kite }} <br>
|This is an alternative to the Kavach Icarus Card Card. Gives less Flee (+10) but more Perfect Dodge (+5).
{{#item:27125|Headless Mule }} <br>
{{#item:300364|Calmaring }} <br>
{{#item:27161|Mavka }} <br>
{{#item:300216|Lava Toad }} <br>
{{#item:300211|Crow Duke }} <br>
{{#item:27262|Dwigh }} <br>
{{#item:300218|Ashhopper }} <br>
{{#item:40000|Jewelry Ant }} <br>
{{#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=4375 |item=Orc Baby |simple=yes}}
|{{#item:300243|Lude Gal }}
|Garment
|Accessory
|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.
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|-
|-
|{{Item List |id=4570 |item=Flamel |simple=yes}}
|{{#item:1000528}}
|Garment
{{#item:1000529}} <br>
|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.
{{#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=27290 |item=Haunted Obsidian |simple=yes}}
|{{#item:25170}}
|Garment
{{#item:25067}}
|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.
|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=27249 |item=Arhi |simple=yes}}
|{{#item:1001329}}
|Footgear
|Lower costume headgear
|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]].
|This lower headgear costume stone is not yet implemented.
|-
|-
|{{Item List |id=4378 |item=Gold Acidus |simple=yes}}
|{{#item:1001327}}
|Footgear
{{#item:25454}} <br>
|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: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=4107 |item=Verit |simple=yes}}
|}
|Footgear
|}
|Increases Max HP and Max SP by +8%.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{Item List |id=4097 |item=Matyr |simple=yes}}
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Pets
|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%"
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.
|-
! 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:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{Item List |id=9062 |item=Novice Poring Egg |simple=yes}}: HP Recovery +50%
*{{#item:9122}}: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
*{{Item List |id=9045 |item=Whisper Egg |simple=yes}}: Flee+7, enables the use of Level 1 Hiding
*{{#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=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)
|-
|-
|}
|}
===Tips and Tricks===


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#D0F0C0; width: 100% " |Strategy
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Strategy (WIP)
|-
|-
|[[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).]]
|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.  
This build works best with a partner or in a party.
'''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>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>Super Novice:</u>


*Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
*Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*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.
*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!


<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>Ex. Super Novice</u>


When soloing, I get writer's block!


<u>When in a party:</u>
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.


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>Hyper Novice</u>
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.


<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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=== <u>Expanded Super Novice</u> ===
=== <u>Expanded Super Novice</u> ===
'''This section is undergoing renovations.'''
'''Work in progress'''
 
'''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> ===
=== <u>Hyper Novice</u> ===
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*[[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 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.
*[[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.
*[[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.
*[[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)'''
'''200-240 (Alternate leveling)'''
Line 3,754: Line 3,724:


'''215-230'''
'''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.
*[[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'''
'''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.
*[[Amicitia]] 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)'''
'''230+ (Alternate leveling)'''
Line 3,763: Line 3,733:


'''240+'''
'''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.
*[[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 05:35, 29 October 2024

WARNING This guide is still a work in progress
Some of the info here is outdated or incorrect, and is currently being updated and corrected.
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

File:Might and Magic Raku and Gao.jpg
The powers of might and magic unite together, ready to take on the toughest monsters in the world!
Featuring Haro (right)!
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 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.

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

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

Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, 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, especially those focusing on Mega Sonic Blow.

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

  • Dear angel, can you hear my voice?
  • I am <Your Name Here without the brackets> Super Novice~
  • 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.

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

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

Click on this GIF of GaoSuper activating his fury from within. 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.
File:Mage HN .jpg
Placeholder screenshot.

(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.

Stats and Traits

Stat Amount Notes
STR 1+ Leftover. Mainly used for increased carrying capacity.
AGI 60-80 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 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+ Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
DEX 120+ At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
LUK 60-80 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.
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 or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES.
WIS 0-72 After getting 110 SPL and CON, adjust STA or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES.
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 Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?

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.
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 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 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. Requires Sight to be active before use. Can be an effective means of escape when combined with Quagmire.
83.png Meteor Storm 10 Bombards an area with meteors, dealing Fire Element damage. Enemies at the target cell will get hit by all meteors, so try to keep them steady.
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 chances of freezing while higher levels mean higher damage but lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is needed.

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 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, making 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.
105.png Hilt Binding Optional Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
107.png Weaponry Research Optional Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
108.png Repair Weapon Optional 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. 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.
108.png Repair Weapon Optional Requires level 1 105.png Hilt Binding and level 1 107.png Weaponry Research. 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. 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.

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+ 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.

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. Hits 12 times 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 level 7 and above. Enemies affected receive increased damage while slowing them down.

Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Significant Aftercast Delay and Cooldown! Use wisely.

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 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.

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)

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

Equipment Set 3 25223.png Eden Coin (25223) per piece. Obtained by completing... 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) .
550044.png Paradise Super Novice Wand (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.
20718.png Gigant Snake Skin [1] (20718) 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 451.png Super Novice 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 100423.png Labyrinth Refinement Box (100423) , which will refine them at +7 - 10 at random.

400054.png Archmage's Courtesy [1] (400054)

400059.png Scorpio Celestial Coronet [1] (400059)
400044.png Phantom Cap [1] (400044)

Upper Headgear Illusion 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 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 [1] (39540) and two 39535.png [2] (39535) are recommended.
550044.png Paradise Super Novice Wand (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) 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.
550081.png Patent Freedom Stick [2] (550081) Rod 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 significantly easier.
550030.png Illusion Thorny Staff of Darkness [2] (550030) Rod Illusion of Twins 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 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) 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 [3] (39542) and 2 39537.png [4] (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 [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) 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.
42209.png [8] (42209) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. 39545.png [9] (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 [10] (42210) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. 39546.png [11] (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 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 451.png Super Novice 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 29100.png Master Archer Lv10 (29100) or 29101.png Adamantine Lv1 (29101)

400263.png Great Magician's Ceremonial Crown-LT [1] (400263)

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Upper Headgear Illusion Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
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.
410092.png Cor Core Booster [1] (410092) Middle Headgear Rudus (0.05%) 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.
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) Middle Headgear Amicitia (0.05%) A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
410092.png Cor Core Booster [1] (410092) Middle Headgear Rudus (0.05%) 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.
420003.png CD in Mouth (420003) Lower Headgear Rudus (0.05%) 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.
420066.png Orbs of Survival-LT (420066) Lower Headgear Rock Ridge Lower headgear that boosts magical damage while reducing variable casting time.
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) .
450207.png Snow Flower Robe [1] (450207) Armor Issgard 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.
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 451.png Super Novice Spirit 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 5456.png Jupitel Thunderstorm and 5455.png Meteor Storm Buster damage. Try refining this to +8.
550075.png Rutilus Stick-OSAD [2] (550075) Rod Illusion 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) 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.
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.
460005.png Magic Absorber [1] (460005) Shield 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.
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) .
480125.png Convertible Magical Wing [1] (480125) Garment 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 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.
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 [12] (1000151) and 1000135.png Automatic Modification Module (Above All) (1000135) .
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) .
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.
Hyper Novice 240-275
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 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.
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. When the upcoming wand 550152.png [13] (550152) releases, this may be the best in slot headgear once the theorycrafting is proven right.
410233.png Gambler's Seal [1] (410233) Middle Headgear
420213.png Ace of Spades in Mouth (Magical) (420213) Lower Headgear
450284.png Engraved Soul Purification Rune Robe [1] (450284) Armor Varmundt's Biosphere Depth One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
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.
460020.png Mad Bunny-LT [1] (460020) Shield Alice 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 Modified Senior Rgan Card (300379) .
460040.png Glacier Guard [1] (460040) Shield Episode 20 The more defensive oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of 300379.png Modified Senior Rgan Card (300379) 's damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF, which means complete immunity to a myriad of annoying bad status effects like Stone Curse, Freeze, and more!
480233.png Death Rune Manteau [1] (480233) Garment 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.
470204.png Moan of Corruption [1] (470204) Footgear Sunken Ship Climbing noises not included. One of, if not the best-in-slot footgear due to the huge 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) Thanatos Tower One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
490307.png Temple Magic Ring [1] (490307) Accessory (Left) Thanatos Tower One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!

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 Early-game card. It can be paired with multiple cards for more bonuses.
300359.png Ice Gangu Card (300359) Headgear 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) Headgear 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) Headgear 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) Armor 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 Card (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.
300472.png [MVP] Demigod Lasgand Card (300472) Armor At the cost of reduced Max HP, it grants a large amount of SPL and MATK, and a sizeable 40% increased damage against Boss-type monsters, perfect for the end-game. If offense is the best defense, get this card... if you have tons of luck or zeny, or are willing to farm Lasgand with tons of alts for hours on end almost everyday.
4023.png Baby Desert Wolf Card (4023) Armor 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) 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 Fragment of Soul 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 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)

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
300442.png Deadsera Card (300442) Weapon 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) Weapon 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.
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) 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.
300379.png Modified Senior Rgan Card (300379) Shield 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)

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.
300375.png One Eye Dollocaris Card (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.
300424.png Friedrich S. Heine Card (300424) Garment 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.
27362.png [MVP] Polluted Spider Queen Card (27362) Garment 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) Garment 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) 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.
300458.png Icewind Card (300458) Footgear 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) 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)
300006.png Jeweliant Card (300006)
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%)
  • 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.
1000857.png Arch Bishop Stone (Top) (1000857)

1000859.png Arch Bishop 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 (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 Mutating White Knight Egg (9133) to get this. The best pet for this build.

Tips and Tricks

Strategy (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.


Super Novice:

  • Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
  • Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
  • DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
  • 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.
  • 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!


Ex. Super Novice

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.


Hyper Novice 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.

Strategy Depth 1 (WIP, some info may be wrong)
1 - get powerful equips (check Equipment 240-275)

2 - Use 23204.png Brilliant Protection Scroll (23204) so you won't get 1-shot by some mobs, especially the dwarves and gangrene fishermen.

3 - The demented dwarf has powerful Lightning Bolt and Thunderstorm skills and will either deal huge damage or cause certain death. It will ALWAYS initiate with Lightning Bolt but it can be interrupted. Once you see a dwarf, attack it first to interrupt its lightning bolt. High priority! Once you see a dwarf, shut it up and kill it ASAP!

4 - The gang green fisherman has a powerful Water Ball attack but it can be interrupted. Always keep this thing in Ground Gravitation or bombard it with Meteor Storm Buster so it always interrupts Water Ball.

5 - The gator guy has sonic blow and a much more powerful water-element skill which is 99% certain death even with a 23204.png Brilliant Protection Scroll (23204) , but it is used only when within melee range. Stay away and kill it from a distance.

6 - The frisky frog is badly influenced by Ifrit's lustful love, lust and desire of stripping people naked, so it will strip your equipment one by one if you're within melee range. It will ALWAYS target your shield first. Stay away and kill it from a distance.

7 - The screaming man can cast Dark Grand Cross when you're in melee range for too long. Stay away and kill him from a distance.

8 - The overly emo goth angel in white may cast Grand Cross when you're within melee range for too long. Stay away and kill her from a distance.

9 - The tree thing has a strong CRIT attack when you're within melee range for too long. Safety Wall negates it. Stay away and kill it from a distance.

10 - The dragon fly and archer skeleton can hook you to their location. This is usually a bad thing because there will be lots of monsters nearby.

11 - The bad breath angel lady can cast Dark Jupitel Thunder, but it can take a while before she casts it. Kill her before she casts it.

12 - The gentlemanly muddy hand and spider are nuisances because they can cast Quagmire. 12710.png Guyak Pudding (12710) solves that problem almost completely. However, the spider may cast Spider Web, but it will only do so when attacked.

13 - The dark flower girl, cute red lizard, demented laughing angel and skeleton soldier don't seem to do much, but kill them anyway. Teehee~

Strategy Depth 2(WIP)
1 - get powerful equips (check Equipment 240-275)

2 - Use 23204.png Brilliant Protection Scroll (23204) so you won't get 1-shot by Mosquitoes. Mosquitoes have a strong, usually 1-shot Lightning Bolt skill. Once you see a Mosquito, kill it ASAP before it kills you! VERY HIGH PRIORITY TARGET. KILL THESE BLOOD SUCKERS ON SIGHT!

3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick!

4 - Get ready to get stuck... A LOT! Duneyrr and Creepy Tree Thing can cast Spider Web. Spider Web can occasionally stack, causing you to get stuck for 16 seconds instead of 8. Thank goodness it got nerfed, causing -50 Flee instead of -50% Flee, but getting stuck while a Salamander is about to cast Earthquake isn't exactly the best situation... Safety Wall can help a little when being surrounded by more than 4 mobs, but it definitely won't help against ranged and magic attacks, and earthquakes of course.

5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake.

6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out!

7 - Keep it steady and try not to mob too much until you're feeling confident or can deal TONS of damage. Tons of 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.

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 [14] (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 [15] (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.
450121.png Noblesse Super Novice Suit [1] (450121)

470016.png Noblesse Attack Boots [1] (470016)

480012.png Noblesse Attack Manteau [1] (480012)

490014.png Noblesse Attack Ring [1] (490014)

Equipment Set 1 25223.png Eden Coin (25223) 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 100128.png Noblesses Refine Ticket (100128) , for the low, low price of just a single 25223.png Eden Coin (25223) !
450123.png Imperial Super Novice Suit [1] (450123)

470018.png Imperial Attack Boots [1] (470018)

480016.png Imperial Attack Manteau [1] (480016)

490017.png Imperial Attack Ring [1] (490017)

Equipment Set 3 25223.png Eden Coin (25223) 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 100129.png Imperial Refine Ticket (100129) , for the low cost of just 3 25223.png Eden Coin (25223) !
450125.png Grace Super Novice Suit [1] (450125)

470020.png Grace Attack Boots [1] (470020)

480018.png Grace Attack Manteau [1] (480018)

490019.png Grace Attack Ring [1] (490019)

Equipment Set 4 25223.png Eden Coin (25223) 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. 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 100130.png Grace Refine Ticket (100130) , for the low cost of just 4 25223.png Eden Coin (25223) !
450185.png Advanced Paradise Suit (450185)

470069.png Advanced Paradise 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 [16] (39540) and two 39534.png [17] (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 [18] (39537) and 2 39539.png [19] (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 [20] (39531) for more survivability or 39530.png [21] (39530) for more SP, and 39550.png [22] (39550) or 39551.png [23] (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 [24] (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 [25] (42207) Accessory Illusion ATK +5%. 25696.png Modification Module (Life Drain) (25696) , 25681.png Modification Module (Attack Speed) (25681) and 25682.png Modification Module (Fatal) (25682) are recommended enchants.
42208.png [26] (42208) Accessory Illusion ATK +5%. 39544.png [27] (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 [28] (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 [29] (35160) for 3 32417.png [30] (32417) a piece, because it will refine them to +7 - 10 at random.
34278.png [31] (34278)

34280.png [32] (34280)
34284.png [33] (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 [34] (35160) for 3 32417.png [35] (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 [36] (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 [37] (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.
Sample equipment builds (Coming soon!)
Item Type Way to obtain Notes
Super Novice
34805.png [38] (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.
Expanded Super Novice (99-175)
35108.png [39] (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.
450121.png Noblesse Super Novice Suit [1] (450121)

470016.png Noblesse Attack Boots [1] (470016)

480012.png Noblesse Attack Manteau [1] (480012)

490014.png Noblesse Attack Ring [1] (490014)

Equipment Set 1 25223.png Eden Coin (25223) 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 100128.png Noblesses Refine Ticket (100128) , for the low, low price of just a single 25223.png Eden Coin (25223) !
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.
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.

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 [40] (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 Costume 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 [41] (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 [42] (30144) Footgear ATK +4 every 15 Base STR. When combined with 30150.png [43] (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 Buffalo Bandit 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 Buffalo Bandit 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 Buffalo Bandit 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 (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 (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 (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 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 (Work in progress)

File:Mage HN .jpg
Mage build Hyper Novice treading carefully in the Ancient Factory.
File:Mage HN .jpg
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.

Stats and Traits

Stat Amount Notes
STR 1+ Leftover. Mainly used for increased carrying capacity.
AGI 60-80 Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
VIT 70-80 Increases Max HP while reducing the chances of getting inflicted by Poison.
INT 120+ Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
DEX 120+ At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
LUK 1+ Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
Trait Amount Notes
POW 0 Not needed.
STA 0 or 30-97 Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
WIS 0 or 30-97 Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
SPL 100 Primary trait. Max this for the highest possible Magic Damage.
CON 0 or 30-97 Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
CRT 0 Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?

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 Wand (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 [44] (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 [45] (39540) and two 39535.png [46] (39535) are recommended.
550044.png Paradise Super Novice Wand (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 [47] (39542) and 2 39537.png [48] (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 [49] (39531) for more survivability or 39530.png [50] (39530) for more SP, and 39541.png [51] (39541) .
42209.png [52] (42209) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. 39545.png [53] (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 [54] (42210) Accessory Illusion One of the best accessories for this build. Grants MATK +5%. 39546.png [55] (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 [56] (34279)

34282.png [57] (34282)
34283.png [58] (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 [59] (35160) for 3 32417.png [60] (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 [61] (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 [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.
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 [65] (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 [66] (32200) Lower Headgear Custom Headgear Quests Gives a tiny little bit of extra stats, MATK and MDEF.
32201.png [67] (32201) Lower Headgear Headgear Awakening Requires 32200.png [68] (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 Gray 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 [69] (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.

Sample equipment builds (Coming soon!)
Super Novice
Item Type Way to obtain Notes
34806.png [70] (34806) Chest Eden Academy, 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.
Expanded Super Novice (99-175)
35109.png [71] (35109) Chest 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 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.
175-200
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A good mid-late game headgear that provides a lot of bonuses.
Hyper Novice (WIP)
34279.png [72] (34279)

34282.png [73] (34282)
34283.png [74] (34283)

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 35160.png [75] (35160) for 3 Endeavor Coins a piece, because it will refine them to +7 - 10 at random.

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 Fragment of Soul 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 Costume Helm of Faith (SC) (40140)
40010.png Costume Giant White Rabbit (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 Costume Golden Angel Wings (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 [76] (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 Costume Cheshire Ears (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 (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 (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)
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.


Super Novice:

  • Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
  • Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
  • DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
  • 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.
  • 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!


Ex. Super Novice

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.


Hyper Novice 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.


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.

Novice

Lv1 - ??? - Work in progress

  • Do the MuhRO starter quest

Super Novice WORK IN PROGRESS

Lv45 - Lv85

  • Once you reach base level 45, continue the MuhRO main tutorial quest. Invest points into AGI so your Flee will go up to around 300 or so. That way, once you reach the Poring Instance, it will be relatively easy to solo, King Poring MVP included.

Lv85 - Lv99

  • Work in progress

Expanded Super Novice

Work in progress

Hyper Novice

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 Jellymon 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 Rubik'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

  • Amicitia 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.