Rakugaki's PvM Hyper Novice: Difference between revisions

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Equipment: Added important notice to Frontier Headgear. Also this is Raku desu. For some reason when I logged in, I'm "KwongKwong". Like wut... Also I'm semi-alive. Enough time to maybe do some minor guide edits and :PandaAdmireWizard:-ing GaoSuper, but not enough time to play the game
 
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{| class="wikitable" width="35%" style="background-color:#ffffcc;"
{| class="wikitable" width="35%" style="background-color:#ffffcc;"
|rowspan="2"|'''WARNING'''
|rowspan="2"|'''GUIDE<BR>STATUS'''
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
! style="text-align:center; {{#if:{{{bg|}}} | This guide is always a work in progress
|-
|-
|style="text-align:center;| Some of the info here is outdated or incorrect, and is currently being updated and corrected.
|style="text-align:left;|
All builds except Hybrid are good to go! However, both Melee and Ranged builds are still missing their Strategy sections because I'm still testing them out. Still, I hope you enjoy reading!
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= Overview =
= Overview =
'''Work in progress'''
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance their capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.


The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance 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.
'''This guide is tailor-made for MuhRO. There are things here which may not be found in other servers, such as the ability to use the +50 CRIT Super Novice chant as early as Base Level 45 / Job Level 1.'''
 
'''Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.'''


<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene  --->
<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene  --->


= Skills Overview =
= Skills Overview =
[[File:Might and Magic Raku and Gao.jpg|thumb|The powers of might and magic unite together, ready to take on the toughest monsters in the world! <br> Featuring Haro (right)! <!--- HAIL GAOSUPER!!! --->]]
[[File:Might and Magic Raku and Gao.jpg|thumb|The powers of might and magic unite together, ready to take on the toughest monsters in the world! <br> Featuring GaoSuper (left)! <!--- HAIL GAOSUPER!!! --->]]
<!---
<!---
[[File:ScreenMuhRO018.png|thumb|200px|right|These four are totally different from one another.]]
[[File:ScreenMuhRO018.png|thumb|200px|right|These four are totally different from one another.]]
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="width:100%"|'''Hidden Skills'''
! style="width:100%"|'''Hidden Secrets'''
|-
|-
|
|
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|-
|-
|{{#Skill:268}}
|{{#Skill:268}}
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 250, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. This is not applicable to builds reliant on Super Novice Soul Link (e.g. Mage builds using Welding Wand or Illusion Thorn Staff of Darkness), as logging off removes the weapon unless the Soul Link is still in effect.
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. SB is more of a detriment than a benefit at the late game unless a backup tank is needed. When it happens, you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you. A Cardinal can remove it with {{#skill:2052}}. Or you can go back and click on the Healer NPC to remove it.


'''This skill will always trigger at Base Level 250. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene
'''This skill will always trigger at Base Level 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene


|-
|-
|{{#Skill:270}}
|{{#Skill:270}}
|Self buff. Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status. Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, is very, very spammable and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds.
|In MuhRO, casting Fury is weird, convoluted, and really buggy.
Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, and doesn't require Spirit Spheres or anything. Very useful for Melee builds, especially those focusing on Mega Sonic Blow. '''This hidden skill has many perplexing mysteries, explained below.'''
 
Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status:
* Dear angel, can you hear my voice?
* Dear angel, can you hear my voice?
* I am <Your Name Here without the brackets> Super Novice~
* Insert random text here<!---I am <Your Name Here without the brackets> Super Novice~ --->
* Help me out~ Please~ T_T
* Help me out~ Please~ T_T
* Insert random text here
* Insert random text here
To quickly cast, put these lines in macro (ALT+M). '''Caution: Spamming too quickly will result in a 1-minute mute!''' But you can still use emotes though /ene
To quickly cast, put these lines in macro (ALT+M). To cast it:
 
1 - Spam the chant 5x to trigger. There will be a 1-minute cooldown afterwards. If it doesn't work at all even at max level, see step 4.
 
2 - Spam the chant 2x so there will be a consistent 1-minute cooldown.
 
3 - When changing maps or relogging, repeat step 1.
 
4 - There will be a few occasions where it will not work at all for some reason. If this happens, change maps or relog, then try again.
 
5 - The 2nd line is buggy. Instead of typing your name, you can type in other things too.
 
'''6 - Even a totally new Super Novice at Base Level 45 and Job Level 1 (or 45/1), can use the chant! Free +50 CRIT that early! The ability to use it disappears at 99/99, but it is regained at 100/1 when upgrading to Expanded Super Novice.'''
 
Click on the left GIF to witness GaoSuper activating his fury from within. Click on the right GIF to witness GaoSuper also activating his fury from within. However, notice the 2nd line doesn't use his real name. HAIL GAOSUPER!!!
[[File:HAIL GAOSUPER.gif|thumb|left]]
[[File:HAIL GAOSUPER WHO HAILS PABLO JOB.gif|thumb|right]]
 
|-
|-
|Bonus stats
|Bonus stats
|Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.
|<s>Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.</s><br>Server customization: The +10 all stats bonus is permanent from level 99 onwards - you will not lose it on death. However, your deaths will still be recorded and is removed by the Healer NPC (SN angel will not appear), or using {{#skill:451}}, 1% success chance, indicated by the appearance of the female Super Novice Level Up Angel.
Super Novice Spirit restores the bonus (1% chance).
|-
|-
|{{#skill:451}} from Soul Linker
|If you have a Soul Linker in an Alt Account or a friend who is a Soul Linker, you can use {{#skill:451}} to enable the use of ANY headgear, like a fully-enchanted overpowered +15 {{#item:400990}}, at Base Level 90+ above, and Level 4 dagger/axe/1h sword/rod weapons at Base Level 96+, not level 3 and level 5 sadly. This can make leveling significantly easier. If you die and lose the Soul Link, the headgear/weapon will remain equipped. But if you change maps or relog, they'll be de-equipped and you'll need another {{#skill:451}} to reequip them.
[[File:SN wearing SE TDRC and Level 4 weapon.png]]
<!---[[File:SN wearing SE TDRC.png]]
[[File:Brat wearing powerful headgear.jpg]]--->
|
|}
|}
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= 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 three different kinds of builds - Mage, Physical, and Hybrid.
[[File:A totally ordinary-looking novice and newbie.png|thumb|Everyone starts out as a Novice. It's up to you to carve your own path. You control your destiny, your fate. Wait a minute... are novices permitted to use a cart? Why do I feel such tremendous power coming from him... Isn't he just a 1/1 novice but with a sus cart? How can this be...]]
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 builds - Mage, Melee, Ranged, 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 Hyper Novice that suits you best.''' </u>


== Mage ==
== Mage ==
[[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:Hyper Novice surviving Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]
[[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.
<!--[[File:Sad little miserable brat in the Zero Cell Carousel.jpg|thumb|This cute little Hyper Novice is seriously lacking in firepower (his armor got stripped or broken and forgot to equip), but at least he's having "fun" playing Ring Around the Rosie with a bunch of extremely dangerous 3rd job monsters.]]
[[File:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]-->
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''Click here for a more specialized Wind/Water-focused guide: [[Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan]]'''<br>
The Super Novice can take one of two routes - Magic or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes, and Breaking Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).''
===Stats and Traits===
===Stats and Traits===
{| class="wikitable"
{| class="wikitable"
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|-
|-
|AGI
|AGI
|60-80
|60-80<br>100+ (Judge / Conjurator Card Combo)
|Used mainly for reducing 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.
|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
|70-90
|70-90<br>100+ (Judge / Conjurator Card Combo)
|Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison.
|Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison.
|-
|-
|INT
|INT
|120+
|120+<br>130 (Judge / Conjurator Card Combo)
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|-
|-
|DEX
|DEX
|120+
|120+<br>1-9 (Judge / Conjurator Card Combo)
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the {{#item:300522}}/{{#item:300529}} combo, leave DEX below 10 so SP Cost won't get too expensive. However, doing this requires 100% Variable Cast Time (VCT) reduction.
|-
|-
|LUK
|LUK
|60-80
|60-80<br>100+ (Judge / Conjurator Card Combo)
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse.
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. LUK increases MATK more than DEX, so increase this a lot more when using the {{#item:300522}}/{{#item:300529}} combo.
|-
|-
|}
|}
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|STA
|STA
|0-72
|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.
|After getting 110 SPL and CON, adjust STA, WIS, or CRT.
|-
|-
|WIS
|WIS
|0-72
|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.
|After getting 110 SPL and CON, adjust STA, WIS, or CRT.
|-
|-
|SPL
|SPL
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|-
|-
|CRT
|CRT
|0
|0-72
|Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?
|After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making {{#skill:28}} spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD and ASPD, one can spam heal to save on a lot of potions and zeny (I'm a cheapskate XD). However, a decent amount of ACD reduction (30%+) and ASPD (170+) are needed for it to be effective.
|-
|-
|}
|}
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Super Novice
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Super Novice (45-99)
|-
|-
|
|[[File:Mage SN 45 99.png|left|900x900px|thumb|Skill set overview from level 45-99.]]
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 15% " | Skill
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|-
|-
|{{#Skill:17}}
|{{#Skill:17}}
|6-10
|10
|Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies.
|Your main source of damage from 45-99, especially because a lot of the quests here will revolve around purifying the undead by fire. Being quick to cast and having decent AoE are important because the pitifully low HP and SP will force you to move a lot. Usually one of the first, if not the first magic skill learned by a lot of isekai protagonists.
|-
|{{#Skill:9}}
|5-10
|Compensates for the Super Novice's puddle-deep SP pool at the early game and helps save some SP at the end-game when SP Cost skyrockets due to certain equipment and cards.
|-
|{{#Skill:28}}
|3-10
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{#Skill:10}}
|{{#Skill:29}}
|1
|10
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|VERY IMPORTANT buff to get! AGI, Flee, and mobility are a must to survive as Super Novice, no thanks to the pitifully low HP pool which can result in death in 5 hits at most even with a lot of VIT.
|-
|-
|{{#Skill:14}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Frost Diver.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:15}}
|1
|Prerequisite for Storm Gust.
|-
|{{#Skill:20}}
|4
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|{{#Skill:21}}
|1
|Prerequisite for Lord of Vermillion.
|-
|{{#Skill:11}}
|1
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|{{#Skill:16}}
|1
|Prerequisite for Earth Spike.
|-
|{{#Skill:9}}
|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.
|-
|{{#Skill:28}}
|3-10
|Mainly for self-healing. Also helpful in healing teammates.
|-
|{{#Skill:29}}
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|{{#Skill:22}}
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{#Skill:34}}
|{{#Skill:34}}
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|{{#Skill:24}}
|{{#Skill:24}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|Basically an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{#Skill:26}}
|{{#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:12}}
|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!
|-
|-
|{{#Skill:43}}
|{{#Skill:43}}
Line 239: Line 236:
|{{#Skill:45}}
|{{#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 time and increased Flee for better survival.
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#Skill:36}}
|3
|Increases weight capacity. Prerequisite for Discount.
|-
|-
|{{#Skill:81}}
|{{#Skill:37}}
|2
|3
|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.
|Reduces cost of buying from almost all NPCs. Prerequisite for Overcharge.
|-
|{{#Skill:38}}
|10
|Increases cost of selling to all NPCs. Helps earn zeny faster.
|-
|-
|{{#Skill:83}}
|{{#Skill:49}}
|10
|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.
|Last but not least, Improve Dodge further increases Flee, therefore increasing survival by A LOT. Max this.
|-
|-
|{{#Skill:89}}
|}
|1 or 10
|}
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher 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.
 
After getting promoted to Ex. Super Novice, reset all skills.


'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#Skill:84}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Expanded Super Novice (99-200)
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|-
|{{#Skill:85}}
|[[File:Super Novice Mage 4599 Ex.png|900x900px|left|thumb|There are 6 excess points - Reduce Improve Dodge to Level 4. When reaching Job Level 70, put the remaining points there.]]
|10
[[File:Super Novice Mage 99200 Ex.png|900x900px|left|thumb|The 6 missing points are allocated to Improve Dodge.]]
|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.  
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#Skill:90}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|-
|{{#Skill:91}}
|{{#Skill:17}}
|1-5
|10
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|Fireball still deals decent damage until around ~level 150. Having two Fire Condor cards can make this skill even stronger.
|-
|-
|{{#Skill:92}}
|{{#Skill:14}}
|5
|5
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
|Prerequisite for Frost Diver.
|-
|-
|{{#Skill:66}}
|{{#Skill:15}}
|Optional
|1
|Provides additional Weapon ATK and MATK to you and the whole party.
|Prerequisite for Storm Gust.
|-
|{{#Skill:20}}
|4
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|-
|{{#Skill:74}}
|{{#Skill:21}}
|5
|1
|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.
|Prerequisite for Lord of Vermillion.
|-
|-
|{{#Skill:248}}
|{{#Skill:11}}
|Optional
|1
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|-
|{{#Skill:249}}
|{{#Skill:28}}
|Optional
|3-10
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{#Skill:105}}
|{{#Skill:29}}
|Optional
|10
|Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|-
|{{#Skill:107}}
|{{#Skill:22}}
|Optional
|5
|Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{#Skill:108}}
|{{#Skill:34}}
|Optional
|10
|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.
|Grants STR, INT and DEX bonuses. Very useful buff.
LV 1 weapon: Iron Ore<br>
|-
LV 2 weapon: Iron<br>
|{{#Skill:24}}
LV 3 weapon: Steel<br>
|1
LV 4 weapon: Rough Oridecon<br>
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
Armors: Steel
|-
|-
|{{#Skill:5076}}
|{{#Skill:26}}
|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.
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{#Skill:5075}}
|{{#Skill:43}}
|Optional
|3-10
|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.
|Prerequisite for Vulture's Eye.
|-
|-
|{{#Skill:5077}}
|{{#Skill:44}}
|5
|1
|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.
|Prerequisite for Attention Concentrate.
|-
|-
|}
|{{#Skill:45}}
|}
|10
 
|Your main source of DEX and AGI. Max this one for reduced cast times.
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%"
|-
|-
! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|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:89}}
{| class="wikitable" width="100%"
|1 or 10
! style=" width: 15% " | Skill
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher Freeze chance while higher levels mean higher damage but lower Freeze chance. Use at level 1 for more crowd control. Use at level 10 for more damage.
! style=" width: 5% " | Level
 
! style=" width: 90% " | Notes
'''Notice: The skill has a tendency to push enemies to the upper right.'''
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#Skill:84}}
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|-
|{{#Skill:9}}
|{{#Skill:85}}
|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.
|A larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust, preferably Level 1 for a quick Freeze. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
|-
|{{#Skill:90}}
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|-
|{{#Skill:28}}
|{{#Skill:91}}
|10
|1-5
|Mainly for self-healing. Also helpful in healing teammates.
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|-
|{{#Skill:29}}
|{{#Skill:92}}
|10
|5
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
|-
|-
|{{#Skill:22}}
|{{#Skill:74}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Doubles SP Regeneration of the caster and the party. There's no Level 10 Increase SP Recovery - Magnificant alone is more than enough, as long as it's up most of the time.
|-
|-
|{{#Skill:34}}
|{{#Skill:248}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Every bit of HP counts.
|-
|-
|{{#Skill:24}}
|{{#Skill:105}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
|-
|-
|{{#Skill:26}}
|{{#Skill:107}}
|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!
|Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
|-
|-
|{{#Skill:12}}
|{{#Skill:108}}
|Optional
|1
|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!
|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:43}}
|{{#Skill:5076}}
|10
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|-
|{{#Skill:44}}
|1
|1
|Prerequisite for Attention Concentrate.
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. Beware of the ridiculously long 5-minute cooldown, so use wisely.
|-
|-
|{{#Skill:45}}
|{{#Skill:5075}}
|10
|5
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#Skill:5077}}
|5
|Passive skill. Increases HP, SP, MATK and amount of healing given. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|{{#Skill:66}}
|{{#Skill:2449}}
|Optional
|5
|Provides additional ATK and MATK to you and the whole party.
|Can be used only when a +7 {{#item:550081}} is equipped. A Neutral-element skill that makes life a lot easier due to its high damage.
|-
|-
|{{#Skill:74}}
|}
|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.
 
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%"
|-
|-
|{{#Skill:248}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice - Jack Frost Nova
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|-
|-
|{{#Skill:249}}
|Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage.
|Optional
 
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|-
|{{#Skill:108}}
|Optional
|Requires level 1 {{#Skill:105}} and level 1 {{#Skill:107}}. Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
LV 1 weapon: Iron Ore<br>
LV 2 weapon: Iron<br>
LV 3 weapon: Steel<br>
LV 4 weapon: Rough Oridecon<br>
Armors: Steel
|-
|{{#Skill:5076}}
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When 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}}
|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.
|-
|{{#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.
|-
|}


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.
[[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]]
[[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!--
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]]
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] -->
[[File:HN Mage 3.png|left|900x900px|thumb|The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top.]]
[[File:HN Mage 3 ver 2.png|left|900x900px|thumb|The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!]] <!--
[[File:HN JLvl65 Offensive.png|left|900x900px|thumb|'''Job Level 65.''' This screenshot shows a purely offensive, more glass cannon build. Deals more damage than the defensive build below by about 10-15%.]]
[[File:HN JLvl65 Defensive.png|left|900x900px|thumb|'''Job Level 65.''' This screenshot shows a build with less damage (by appx. 10-15% over the offensive one), but can survive better, thanks to level 5 {{#skill:5505}}.]] -->
[[File:HN JFN Build.jpg|left|900x900px|thumb|JFN Hyper Novice in Depth2.]]


{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
Line 433: Line 430:
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|{{#Skill:248}}
|{{#Skill:5450}}
|7+
|5+
|Passive that adds 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:5455}}
|{{#Skill:5455}}
|5 or 8
|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.
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
Aftercast Delay: 0.3 seconds
|-
|-
|{{#Skill:5456}}
|{{#Skill:5456}}
|9
|9 or 10
|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.
Fixed Cast Time: 1 second<br>
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br>
Very short Aftercast Delay
Aftercast Delay: 0.5 seconds<br>
|-
Max AoE of 9x9 and max of 10 hits at level 9.
|-
|{{#Skill:5457}}
|{{#Skill:5457}}
|10
|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.
|A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
Aftercast Delay: 0.3 seconds<br>
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
|-
|-
|{{#Skill:5458}}
|{{#Skill:5458}}Hell's Drive
|5 or 10
|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.
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.
Fixed Cast Time: 1 second<br>
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br>
Short-ish Aftercast Delay
Aftercast Delay: 1 second<br>
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
|-
|-
|{{#Skill:5459}}
|{{#Skill:5459}}
|7
|7 - 10
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above. Enemies affected receive increased damage while slowing them down.
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is '''PAINFUL''' below level 9, so use it carefully!
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay and Cooldown! Use wisely.
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br>
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
|-
|-
|{{#Skill:5460}}
|{{#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. Requires 40% ACD reduction and at least 173 ASPD for maximum spamming.
Fixed Cast Time: 1 seconds<br>
Fixed Cast Time: 1 seconds<br>
Skill cooldown: 0.3 seconds<br>
Skill cooldown: 0.3 seconds<br>
Short Aftercast Delay
Aftercast Delay: 0.5 seconds<br>
|-
|-
|{{#Skill:5462}}
|{{#Skill:5462}}
|Optional
|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.
|The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage.
|-
|{{#Skill:5505}}
|Optional
|Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
|-
|-
|}
|}
|}
|}


===Equipment===
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
{| 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% " |Fire Ball
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice - ASPD Napalm Vulcan Strike
|-
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the {{#item:400545}} + {{#item:550133}} combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least 40% ACD reduction and 180+ ASPD are recommended. Unlike the Jack Frost Nova build above, piano skills and proper skill rotation aren't needed. Just set up a smartkey/smartcast [[Patcher#Turbo_Setup|Turbo]], open up with another skill like Ground Gravitation or Jack Frost Nova to tenderize them a bit, aim, and start spraying them with angry thoughts and/or angry souls.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
 
 
[[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]]
[[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!--
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]]
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] -->
[[File:HN Mage 3svs.png|left|900x900px|thumb|This build is designed to be tanky and comfy to use. NVS and an opener are maxed. In this case, the opener is Ground Gravitation. However, when you're farming in Depth1 and Depth2, Jack Frost Nova is the better opener, so annoying stripper frogs and frustratingly quake-happy salamanders are killed faster.]] <!--
[[File:HN Mage 3svs 65.png|left|900x900px|thumb|'''Job Level 65.''' Improved, job level 65 version, not obtainable yet.]]
[[File:HN NVS.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]] -->
[[File:HN NVS 2.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]]
 
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
! style="background-color:#ADD8E6; color:Black; width: 100% " |Equipment
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|
|{{#Skill:5450}}
|5+
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#Skill:5455}}
{| class="wikitable" width="100%"
|5
! style=" width: 20% " | Item
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
! style=" width: 10% " | Type
Fixed Cast Time: 1.5 seconds<br>
! style=" width: 15% " | Way to obtain
Skill cooldown: 2.5 seconds<br>
! style=" width: 65%" | Notes
Aftercast Delay: 0.3 seconds
|-
|-
|'''Paradise Set'''
|{{#Skill:5456}}
|Chest
|5
|[[Beginners Guide|Eden Academy]], Base Level 100
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br>
Aftercast Delay: 0.5 seconds<br>
Max AoE of 9x9 and max of 10 hits at level 9.
|-
|-
|{{#item:5119}}
|{{#Skill:5457}}
|Upper Headgear
|5 or 10
|Lighthalzen Armory (unslotted)
|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.
Holden (slotted)
Fixed Cast Time: 1.5 seconds<br>
|Starter Headgear. Gives +1 all stats.
Skill cooldown: 3 seconds<br>
Aftercast Delay: 0.3 seconds<br>
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
|-
|-
|{{#item:18776}}
|{{#Skill:5458}}Hell's Drive
|Upper Headgear
|5
|Toad
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.
|Part of the Angel's Set. Adds 3% SP recovery.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br>
Aftercast Delay: 1 second<br>
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
|-
|-
|{{#item:2340}}
|{{#Skill:5459}}
|Armor
|5 or 10
|Yuno - King's 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 level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is '''PAINFUL''' below level 9, so use it carefully!
|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 }}).
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br>
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
|-
|-
|{{#item:15012}}
|{{#Skill:5460}}
|Armor
|10
|Orc Lady
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires at least 30% ACD reduction and 174 ASPD for maximum spamming.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
Fixed Cast Time: 1 seconds<br>
Skill cooldown: 0.3 seconds<br>
Aftercast Delay: 0.5 seconds<br>
|-
|-
|{{#item:2355}}
|{{#Skill:5462}}
|Armor
|Optional
|Eclipse
|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.
|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.
|{{#Skill:5505}}
|Optional
|Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
|-
|-
|{{#item:2113}}
|}
|Shield
|}
|Lighthalzen Armory
 
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
===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:2183}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Fire Ball
|Shield
|Mastering
|Part of the Angel's Set.
|-
|-
|{{#item:2512}}
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|Garment
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20710}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Equipment
|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}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|Footgear
{| class="wikitable" width="100%"
|Vocal
! style=" width: 20% " | Item
|Part of the Angel's Set. HP +100.
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:2628}}
|'''Paradise Set'''
|Accessory
|Equipment Set
|Izlude Armor Dealer
|[[Beginners Guide|Eden Academy]], Base Level 10
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
|-
|-
|{{#item:2607}}
|{{#item:5119}}
|Accessory
|Upper Headgear
|Dragon Fly
|Lighthalzen Armory (unslotted)
|Gives 10SP.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item: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: {{#item:2352|Tattered Novice Ninja Suit }}.
|-
|-
|'''Advanced Paradise Set'''
|{{#item:2113}}
|Chest
|Shield
|[[Beginners Guide|Eden Academy]], Base Level 100
|rowspan="3"| Lighthalzen Armory
|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.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
|-
|-
|{{#item:450122}}
|{{#item:2512}}
 
|Garment
{{#item:470017}}
|Starter Garment - gives 10% Neutral resistance.
 
{{#item:480014}}
 
{{#item:490015}}
|Equipment Set
|10 {{#item:6919}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|-
|{{#item:450124}}
|{{#item:2416}}
 
|Footgear
{{#item:470019}}
|Starter Shoes. Gives an HP boost.
 
{{#item:480017}}
 
{{#item:490018}}
|Equipment Set
|3 {{#item:25223|Paradise Coins}} 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 {{#item:100129}}, at the cost of...
|-
|-
|{{#item:450126}}
|{{#item:5125}}
 
|Upper Headgear
{{#item:470021}}
|Toad
 
|Part of the Angel's Set. Adds 3% SP recovery.
{{#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:550044}}
|{{#item:15012}}
|Rod
|Armor
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|Orc Lady
|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.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:5897}}
|{{#item:2355}}
|Upper Headgear
|[[Cash Shop]]
|A good mid game headgear that provides a lot of bonuses.
|-
|{{#item:15068}}
|Armor
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|Eclipse
|MDEF+30
|MDEF+20
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 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:1680}}
|{{#item:2183}}
|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.
|-
|{{#item:2113}}
|Shield
|Shield
|Lighthalzen Armory
|Mastering
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|Part of the Angel's Set.
|-
|-
|{{#item:20718}}
|{{#item:20710}}
|Garment
|Garment
|[[Faceworm's Nest]]
|Vagabond Wolf
|Gives lots of DEF, some MDEF and various stats.  
|Part of the Angel's Set. Adds 5% HP recovery.
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
|-
|-
|{{#item:22008}}
|{{#item:22015}}
|Footgear
|Footgear
|[[Old Glast Heim]]
|Vocal
[[Temporal Boots]]
|Part of the Angel's Set. HP +100.
|When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.
|-
 
|{{#item:2628}}
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|rowspan="2"| Accessory
|Izlude Armor Dealer
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2924}}
|{{#item:2607}}
|Accessory
|Dragon Fly
|Eclage Glove Seller (10 Splendide Coins)
|Gives 10SP.
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|-
|-
|{{#item:2898}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
|'''Advanced Paradise Set'''
|rowspan="4"| Equipment Set
|[[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 15 {{#item:7200}} and 3 {{#item:1034}}, or by spending 10 {{#item:25223}} per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
|-
|-
|{{#item:19428}}
|{{#item:450122}}


{{#item:20948}}
{{#item:470017}}


{{#item:32239}}
{{#item:480014}}


{{#item:32238}}
{{#item:490015}}
|Equipment Set
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]]
|[[Illusion of Labyrinth]]
|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}}
|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:100423}}, which will refine them at +7 - 10 at random.
|-
|-
|{{#item:400054}}
|{{#item:450124}}
{{#item:400059}}<br>
 
{{#item:400044}}
{{#item:470019}}
|Upper Headgear
 
|[[Illusion]]
{{#item:480017}}
|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:490018}}
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]]
|Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129}}, at the cost of 10 {{#item:25155}} per piece, including the refine ticket.
|-
|-
|{{#item:18874}}
|{{#item:450126}}
|Mid Headgear
 
|Owl Viscount, Owl Marquees
{{#item:470021}}
|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:480019}}
|{{#item:15377}}
 
|Armor
{{#item:490020}}
|[[Illusion]]
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_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}} and two {{#item:39535}} are recommended.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|-
|-
|{{#item:550044}}
|{{#item:550044}}
|Rod
|rowspan="2"| Rod
|[[Beginners Guide|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.
|Go back to where you got the Paradise Set and pay Labraham 10 {{#item:25223}}. Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:26151}}
|{{#item:550080}}
|Rod
|[[Bioresearch Laboratory]], Base Level 100 and above
|[[Illusion]]
|An ancient rod. See the link above for more info on patenting it.
|A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|-
|-
|{{#item:550081}}
|{{#item:5897}}
|Rod
|Upper Headgear
|[[Bioresearch Laboratory]]
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings]]
|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.
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{#item:550030}}
|{{#item:2113}}
|Rod
|Shield
|[[Illusion of Twins]]
|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.
|-
|{{#item:2113}}
|Shield
|Lighthalzen Armory
|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.
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item:28942|Cursed Knight's Shield  }}
|{{#item:22008}}
|Shield
|Footgear
|Cash Shop
|[[Old Glast Heim]]
|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.
|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:460018}}
|{{#item:2924}}
|Shield
|rowspan="2"| Accessory
|[[Illusion of Twins]]
|Eclage Glove Seller (10 Splendide Coins)
|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.
|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:20934}}
|{{#item:2898}}
|Garment
|Nightmare Wraith Dead
|[[Illusion]]
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|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}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|Footgear
|[[Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|-
|{{#item:22238}}
|{{#item:400054}}
|Footgear
{{#item:400044}}
|
|Upper Headgear
|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.
|[[OS / OS-LT Headgears]]
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|-
|-
|{{#item:42209}}
|{{#item:18874}}
|Accessory
|Mid Headgear
|[[Illusion]]
|Owl Viscount, Owl Marquees
|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.
|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:42210}}
|{{#item:15377}}
|Accessory
|rowspan="2"| Armor
|[[Illusion]]
|[[17.1 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.
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{#item:39540}} and two {{#item:39535}} are recommended.
|-
|-
 
|{{#item:450128}}
|[[17.2 Sage Legacy]]
|An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{#item:1000128|Automatic Module (Magical Force)}}, {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and {{#item:1000168|Automatic Module (Shadow Spell)}}.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|{{#item:550044}}
|rowspan="3"| Rod
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
|-
|-
|{{#item:19428}}
|{{#item:26151}}
{{#item:20948}}
|[[OS / OSAD Weapons]]
{{#item:32239}}
|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: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 {{#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:29100}} or {{#item:29101}}
|-
|-
|{{#item:400263}}
|{{#item:550081}}
???<br>
|[[Bioresearch Laboratory]]
???
|An upgraded version of {{#item:550080}}. Refine it to +7 to gain access to level 5 {{#skill:2449}}, which will make leveling and killing monsters a lot easier.
|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.
|-
|-
|{{#item:18849|Celine Ribbon }}
|{{#item:2113}}
|Upper Headgear
|rowspan="3"| Shield
|[[Horror Toy Factory]], +9 {{#item:18848|Vibrant Rose }} and 1000 {{#item:7642|Bloody Coin}}
|Lighthalzen Armory
|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.
|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:410092}}
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|Middle Headgear
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
|[[Rudus]] (0.05%)
[[File:SN Boots.png|40x40px]]
|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.
|A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too.
|-
|-
|{{#item:410080}}
|{{#item:460018}}
|Middle Headgear
|[[Illusion of Twins]]
|[[Verus]]
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|-
|-
|{{#item:400002}}
|{{#item:20934}}
|Middle Headgear
|rowspan="2"| Garment
|[[Amicitia]] (0.05%)
|[[17.1 Illusion]]
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
|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:410092}}
|{{#item:480021}}
|Middle Headgear
|[[17.2 Sage Legacy]]
|[[Rudus]] (0.05%)
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|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:420003}}
|{{#item:22197}}
|Lower Headgear
|rowspan="3"| Footgear
|[[Rudus]] (0.05%)
|[[17.1 Illusion]]
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD.
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|-
|{{#item:420066}}
|{{#item:22238}}
|Lower Headgear
|
|Rock Ridge
|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.
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{#item:450128}}
|{{#item:470023}}
|Armor
|[[17.2 Sage Legacy]]
|[[Sage's Legacy]]
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|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:32209}}
|rowspan="4"| Accessory
|rowspan="2"| [[17.1 Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{#item:29545|Modification Orb<br>(Magic Healing)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|{{#item:32210}}
|One of the best accessories for this build. Grants MATK +5%. {{#item:29546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|{{#item:490026}}
|rowspan="2"| [[17.2 Sage Legacy]]
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|{{#item:490027}}
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
 
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|-
|{{#item:400263}}
{{#item:400265}}
|Upper Headgear
|[[OS / OS-LT Headgears]]
|Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|-
|{{#item:410092}}
|Middle Headgear
|rowspan="2"| [[Rudus]]
|Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted.
|-
|{{#item:420003}}
|Lower Headgear
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD.
|-
|{{#item:450178}}
|rowspan="2"| Armor
|[[Gray Wolf Equipment]]
|An improved version of the Automatic Armor, it gives a large increase in MATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|-
|-
|{{#item:450207}}
|{{#item:450207}}
|Armor
|[[Issgard Equipment]]
|[[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.
|A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
|-
|{{#item:550030}}
|Rod
|[[Illusion of Twins]]
|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:550057}}
|{{#item:550057}}
|Rod
|rowspan="3"| Rod
|[[Amicitia Dungeon]]
|[[Amicitia]]
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|-
|-
|{{#item:550075}}
|{{#item:550075}}
|Rod
|[[OS / OSAD Weapons]]
|[[Illusion]]
|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.
|A stronger and sadder version of the {{#item:26151}}, providing better After-Cast Delay reduction, less Variable Cast Time and a permanent 30% boost to Neutral and Fire element damage instead of a random limited-duration buff.
|-
|-
|{{#item:550069}}
|{{#item:550069}}
|Rod
|[[Issgard Equipment]]
|[[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.
|A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful {{#item:550089}} is obtained.
|-
|-
|{{#item:460018}}
|{{#item:460018}}
|Shield
|rowspan="3"| 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 refine this to +11 and 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 refine this to +11 and get 2 Spellbound Nives.
|-
|{{#item:28946}}<br>[[Cursed Knight Shield]]
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! '''MAMAU!!!!!!!''' (transforms into... something)
[[File:SN Boots.png|40x40px]]
|The upgraded form of {{#item:28942}} has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
|-
|-
|{{#item:460005}}
|{{#item:460005}}
|Shield
|[[Geffen Night Arena]]
|[[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.
|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:480021}}
|{{#item:480090}}
|Garment
|rowspan="3"| Garment
|[[Sage's Legacy]]
|[[Gray Wolf Equipment]]
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|-
|{{#item:480160}}
|[[Issgard Equipment]]
|Improved version of the Gray Wolf Muffler.
|-
|-
|{{#item:480125}}
|{{#item:480125}}
|Garment
|[[Convertible Wings]]
|[[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.
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
|-
|-
|{{#item:470094}}
|{{#item:470094}}
|Footgear
|rowspan="3"| Footgear
|
|[[Ancient Hero / Great Hero / Hero-LT Boots]]
|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.
|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:470023}}
|{{#item:470088}}
|Footgear
|[[Gray Wolf Equipment]]
|[[Sage's Legacy]]
|Improved version of the Illusion Leg and Automatic Leg.
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|-
|-
|{{#item:490026}}
|{{#item:470116}}
|Accessory
|[[Issgard Equipment]]
|[[Sage's Legacy]]
|Improved version of the Gray Shoes.
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|{{#item:490027}}
|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)}}.
|-
|-
|{{#item:490052}}
|{{#item:490052}}
{{#item:490064}}
{{#item:490064}}
|Accessory (Right)
|Accessory (Right)
|[[Thanatos Tower]]
|rowspan="2"| [[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.
|rowspan="2"|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|{{#item:490053}}
|{{#item:490053}}
{{#item:490065}}
{{#item:490065}}
|Accessory (Left)
|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.
|-
|-
|-
|-
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 240-275'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|-
|{{#item:400675}}
|rowspan="2"| Upper Headgear
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like to be a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
|-
|-
|{{#item:400111}}
|{{#item:400111}}
|Upper Headgear
|Juperos F2 near entrance
|Juperos F2 near entrance
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|-
|-
|{{#item:400545}}
|{{#item:410080}}
|Upper Headgear
|rowspan="2"| Middle Headgear
|Depth 2
|[[Deep Blue Sunglasses]], @go 59, Cool Mechanic NPC just left of spawn
|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.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|-
|-
|{{#item:410233}}
|{{#item:400002}}
|Middle Headgear
|[[Amicitia]]
|
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
|
|-
|-
|{{#item:420213}}
|{{#item:420066}}
|Lower Headgear
|Lower Headgear
|
|[[Equipment_Crafting#Jewy_-_Orbs_of_Survival,_Survival_Circlet,_Heart_Wings_Hairband,_Rosary's_Necklace,_Drooping_Gunslinger|Equipment Crafting]] (non-LT)<br>[[Various_Headgears_Reform#Orbs_of_Survival|Various Headgears Reform]]
|
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|{{#item:450265}}
|Armor
|[[20 The Immortal]]
|An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#item:450284}}
|{{#item:450271}}
|Armor
|Armor
|[[Varmundt's Biosphere Depth]]
|[[20 The Immortal]]
|One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:550148}}
|Rod
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, you get an FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5456}} and {{#skill:5458}} builds.
|-
|-
|{{#item:550089}}
|{{#item:550089}}
|Rod
|Rod
|[[Issgard]]
|[[Issgard Equipment]]
|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.
|2nd best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine.
|-
|{{#item: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 {{#item:300379}}.
|-
|-
|{{#item:460040}}
|{{#item:460040}}
|Shield
|Shield
|Episode 20
|Episode 20
|The more defensive oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of {{#item:300379}}'s damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF, which means complete immunity to a myriad of annoying bad status effects like Stone Curse, Freeze, and more!
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] is enough to obtain one and fully enchant. Upgrade it to Grade C and refine it to +10. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|{{#item:450267}}
|rowspan="3"| Garment
|[[20 The Immortal]]
|This muffler doesn't emit greenhouse gases, but it does emit decent power, adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the ASPD boost. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:480284}}
|[[20 The Immortal]]
|This muffler doesn't emit greenhouse gases, but it does emit a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#item:480233}}
|{{#item:480233}}
|Garment
|[[Varmundt's Biosphere]]
|[[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.
|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:450268}}
|rowspan="4"| Footgear
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|-
|{{#item:470198}}
|[[20 The Immortal]]
|A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
|-
|{{#item:470265}}
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this helmet. Upgrade it to a +11 Grade C.
|-
|-
|{{#item:470204}}
|{{#item:470204}}
|Footgear
|Sunken Ship
|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.
|Climbing and/or moaning noises not included. One of, if not the best footgear due to the FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. Grade A is definitely the best, because SPL is one of the major factors affecting all of the skills' damage.
|-
|-
|{{#item:490304}}
|{{#item:490304}}
|Accessory (Right)
|Accessory (Right)
|[[Thanatos Tower]]
|rowspan="2"| Upper Headgear
|One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#item:490307}}
|{{#item:490307}}
|Accessory (Left)
|Accessory (Left)
|[[Thanatos Tower]]
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant!
|One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+'''
|-
|-
|}
|{{#item:400991}}
|}
|rowspan="3"| Upper Headgear
|[[Chapter_1#Zero_Cell_Sector]]
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:5227}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.


===Cards and Pets===
'''IMPORTANT NOTICE: Swapping headgears while the buff is active will remove it! Use Cart Boost wisely, or try getting 120 AP in 90 seconds or less to mitigate the problem.'''
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:400545}}
|Depth 2
|One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to utterly infuriating RNG.
|-
|-
|
|{{#item:400724}}
{| class="wikitable" width="100%"
|[[21 Age of Heroes]]
! style=" width: 20% " | Card
|One the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits.
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{#item:27310}}
|{{#item:410233}}
{{#item:4600}} <br>
|Middle Headgear
{{#item:4586}} <br>
|rowspan="2"| [[Alice Twisted Madness]]
{{#item:4597}} <br>
|Get VCT, ACD, MATK or S.MATK enchants.
{{#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:300251}}
|{{#item:420213}}
{{#item:300259}} <br>
|Lower Headgear
{{#item:300255}} <br>
|Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds.
{{#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:27328}}
|{{#item:450284}}
|Headgear
|rowspan="2"| Armor
|Early-game card. It can be paired with multiple cards for more bonuses.
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
|-
|-
|{{#item:300359}}
|{{#item:450173}}
|Headgear
|[[Constellation Tower]]
|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 best-in-slot armor, '''but only if all the stars align'''. {{#item:450284}} by itself is a lot more powerful, so stick to it in the meantime. But once you obtain the following:
*{{#item:480351}} with {{#item:313018}}
*{{#item:490136}} with {{#item:313038}}
*{{#item:490485}} with {{#item:312996}}
There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast.
|-
|-
|{{#item:300174}}
|{{#item:550133}}
|Headgear
|rowspan="3"| Rod
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]]
|If you're level 250 and above, you can skip {{#item:550089}} and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts {{#Skill:5455}} and {{#Skill:5458}} damage.
 
When paired with {{#item:400545}}, it greatly boosts {{#Skill:5460}} damage and has a 50% chance to autocast {{#Skill:5220}}, but requires high ASPD (175+), ACD reduction (30% and above), and [[Patcher#Turbo_Setup|smartcast]] for maximum effectiveness. {{#Skill:5457}} and {{#Skill:5456}} are still decently strong even if this weapon doesn't buff them at all.
|-
|{{#item:550152}}
|[[Time Gap Weapons]]
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts {{#Skill:5457}} and {{#Skill:5456}} when paired with {{#item:400545}}.
|-
|-
|{{#item:4241}}
|{{#item:550177}}
|Headgear
|[[Chapter_1#Zero_Cell_Sector]]
|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.
|Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running. Before obtaining this, try to get a {{#item:550137}} with a high increase in Wind, Water, or All-Element enchants, or just plain MATK, before reforming it.
|-
|-
|{{#item:300308}}
|{{#item:2113}}
|Armor
|rowspan="3"| Shield
|The more generalist 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}} card.
|Lighthalzen Armory
|Still don't have enough resources for that swanky, new powerful shield of your dreams? This cheapo budget shield from the Lighthalzen Thrift Store is still useful due to the 20% resistance against all elements except Neutral, something that not even the two super-expensive and super-powerful shields below can provide, for just 5000 ZENY!!! Now that's a STEAL!!!
|-
|-
|{{#item:300361}}
|{{#item:460020}}
|Armor
|[[Alice Twisted Madness]]
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|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:300376}}
|{{#item:460040}}
|Armor
|Episode 20
|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 cards. If you already deal a ton of damage but want some more survivability, get this card.
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of {{#item:300379}}'s damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. The 10% reduced VCT will come in handy when using the {{#item:300522}}/{{#item:300529}} combo, while having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|-
|{{#item:300254}}
|{{#item:480351}}
|Armor
|Garment
|Boosts HP by 10%. Adds 10% more HP at level 200 and above.
|[[Garden of Time]] - [[Divine Beast's Cloak: Autumn]]
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450173}} above for more info.
|-
|-
|{{#item:4023}}
|{{#item:470204}}
|Armor
|Footgear
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|Sunken Ship
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|-
|-
|{{#item:4392}}
|{{#item:470337}}
|Armor
|rowspan="2"| 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.
|[[Chapter 1]]
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The cold wet socks start.
|-
|-
|{{#item:27196}}
|{{#item:470338}}
|Weapon
|[[Chapter 1]]
|Early-mid game card that boosts damage against small monsters.
|Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts.
|-
|-
|{{#item:27289}}
|{{#item:490136}}
|Weapon
|Accessory (Right)
|Early-mid game card that boosts damage against Medium-sized monsters.
|[[Constellation Tower]]
|The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG. When using the {{#item:300522}}/{{#item:300529}} combo, equipping this is '''HIGHLY RECOMMENDED''' due to the VCT reduction from the two {{#item:310711}} enchants. DEX can be reduced to 1, negating the combo's eye-watering SP Cost increase due to Base DEX, which can be used in boosting other stats, while also freeing up some skill points - less points to Owl's Eye can be used elsewhere.
|-
|-
|{{#item:27286}}
|{{#item:490485}}
|Weapon
|Accessory (Left)
|Early-mid game card that boosts damage against Large monsters.
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480351}}.
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|-
|-
|{{#item:4394}}
|{{#item:401117}}
|Weapon
|Upper Headgear
|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.
|[[Stardust Equipment]]
|Significantly increases Ghost and Wind element damage and skills. Must be paired with {{#item:500134}}, preferably a +12 Grade A in order to activate its special effect: When casting {{#skill:5460}}, autocast {{#skill:2214}}.
|-
|-
|{{#item:27384}}
|{{#item:401057}}
|Weapon
|Upper Headgear
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|[[Stardust Equipment]]
|Significantly increases magic power. Depending on the garment, gain big elemental bonuses.
|-
|-
|{{#item:300114}}
|{{#item:500134}}
{{#item:300140}} <br>
|Rod
{{#item:300010}} <br>
|[[Stardust Equipment]]
{{#item:27324}} <br>
|Significantly increases Ghost and Wind element damage and skills. Must be paired with {{#item:401117}}, preferably a +12 Grade A in order to activate its special effect: When casting {{#skill:5460}}, autocast {{#skill:2214}}.
{{#item: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
|-
|-
|{{#item:300442}}
|{{#item:480673}}
|Weapon
|Garment
|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.
|[[Stardust Equipment]]
|Significantly increases the damage of Neutral, Fire, Earth, Water, Wind, Poison, and Dark element magic, especially when paired with {{#item:401057}}.  
|-
|-
|{{#item:27356}}
|{{#item:480674}}
|Shield
|Garment
|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.
|[[Stardust Equipment]]
|Significantly increases the damage of Undead, Fire, Neutral, Wind, Ghost, Holy, and Dark element magic, especially when paired with {{#item:401057}}.
|-
|-
|{{#item:27385}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
|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}}
|'''Beginner Shadow Gear'''
|Shield
|rowspan="2"| Shadow Gear Set
|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.
|rowspan="2"| @go eden, Lucy
|Starter shadow set.
|-
|-
|{{#item:300379}}
|'''Advanced Shadow Gear'''
|Shield
|Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 {{#item:25223}} per week or 30 {{#item:25223}} per piece, 80 {{#item:25223}} for the class-specific weapon.
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460020}}, and is refined to +12.
|-
|-
|{{#item:27176}}
|{{#item:24883}}<br>{{#item:24884}}
|Garment
|Shadow Armor, Shadow Shoes
|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.
|rowspan="6"| [[Shadow Gear]]
|Shadow armor and shoes that increase magical damage.
|-
|-
|{{#item:300123}}
|{{#item:24753}}<br>{{#item:24754}}
{{#item:4629}} <br>
|Shadow Weapon, Shadow Shield
{{#item:300149}} <br>
|Combos with the Magical Spell Armor and Shoes. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance. Grab these two for more power.
{{#item:27167}} <br>
{{#item:4657}} <br>
{{#item:300372}} <br>
|Garment
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
*Purple Pitaya: Neutral
*Arc Elder: Earth
*Deep Sea Phen: Wind
*Faceworm Larva: Water
*Nightmare Ancient Mummy: Fire
*Cave Flower (not implemented): Ghost
|-
|-
|{{#item:300269}}
|{{#item:24282}}<br>{{#item:24318}}
|Garment
|Shadow Weapon, Shadow Shield
|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.
|Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these.
 
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to {{#item:24753}} and {{#item:24754}} above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes {{#skill:5460}} builds stronger due to the ASPD increase compared to {{#item:24753}} and {{#item:24754}}. Meanwhile, {{#skill:5456}} or {{#skill:5457}} builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the {{#item:300522}}/{{#item:300529}} combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta <s>damage</s> quality of life improvements! Enchant with MATK against monster size or ASPD.
|-
|-
|{{#item:300273}}
|{{#item:24665}}<br>{{#item:24668}}
|Garment
|Shadow Ring, Shadow Earring
|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.
|Provides full MDEF penetration when both pieces are +9 and above. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance.
|-
|-
|{{#item:300260}}
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|Garment
|rowspan="2"| Shadow Gear Set
|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.
|Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and SPL.
|-
|-
|{{#item:300375}}
|{{#item:24946}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24947}}<br>{{#item:24944}}<br>{{#item:24945}}<br>
|Garment
|An improved version of the Master Shadow Set, tailored for Magic Hyper Novices. Increases the damage of all skills except Hell's Drive and Ground Gravitation. Enchant with the spell of your choosing and SPL.
|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:300424}}
|}
|Garment
|}
|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.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:27249}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Quality of Life Equipment
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#item:300177}}
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
|Footgear
<gallery>
|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]].
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
|-
|{{#item:4658}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | Life of Quality Equipment
|Footgear
{| class="wikitable" width="100%"
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:27255}}
|{{#item:19204}}
|Footgear
|Upper Headgear
|Good for Wind and Water focused builds.
|[[Hugel Race]], Base Level 100
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear. More info on how to get it below.
|-
|-
|{{#item:27253}}
|{{#item:19154}}
|Footgear
|Lower Headgear
|Good for Fire focused builds.
|{{#item:23135}}
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
|-
|-
|{{#item:27250}}
|{{#item:28900}}
|Footgear
|Shield
|Good for Neutral and Earth focused builds.
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions.
|-
|-
|{{#item:27179}}
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Footgear
|Garment <s>of {{#skill:1013}}</s>
|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.
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!'''
|-
|-
|{{#item:4077}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
{{#item:4327}}
|Garment
|Accessory
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|-
|-
|{{#item:27026}}
|Accessory
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|-
|-
|{{#item:4577}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''{{#item:19204}}''' (WIP)
{{#item:300222}} <br>
{{#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:300243}}
|{{#item:19204}}
|Accessory
|Upper Headgear
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|[[Hugel Race]], Base Level 100
|WIP
|-
|-
|{{#item:1000857}}
|}
{{#item:1000859}} <br>
|}
{{#item:25709}}
 
|Upper costume headgear, low costume headgear, garment costume
===Cards and Pets===
|The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three.
|-
|{{#item:25170}}
{{#item: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.
|-
|{{#item:1001329}}
|Lower costume headgear
|This lower headgear costume stone is not yet implemented.
|-
|{{#item:1001327}}
{{#item:25454}} <br>
{{#item:1001326}}
|Upper costume headgear, mid costume headgear, garment costume
|This garment costume stone is not yet implemented. When paired with the High Wizard Stone and another not yet implemented costume stone for the upper headgear, its bonuses are not yet implemented. Not yet implemented.
|-
|}
|}


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Pets
! style="background-color:#ADD8E6; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|-
|-
|
|
 
{| class="wikitable" 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=" width: 20% " | Card
 
! style=" width: 10% " | Slot
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
! style=" width: 80% " | Notes
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#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.
*{{#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:27310}}
 
{{#item:4600}} <br>
===Tips and Tricks===
{{#item:4586}} <br>
 
{{#item:4597}} <br>
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{{#item:4599}} <br>
{{#item:4598}} <br>
|rowspan="7"| 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:300251}}
{{#item:300259}} <br>
{{#item:300255}} <br>
{{#item:300257}} <br>
{{#item:300256}} <br>
|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:27328}}
|Early-game card. It can be paired with multiple cards for more bonuses.
|-
|{{#item:300359}}
|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.
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy (WIP)
|{{#item:300614}}
|Increases Wind Element Magic Damage at the cost of increasing SP consumption. Works best with Jupitel Thunderstorm.
|-
|-
|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.
|{{#item:300174}}
'''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. --->
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
 
 
<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:4241}}
 
|Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game.
<!--- 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  --->
 
== 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
|{{#item:300308}}
|100-120
|rowspan="8"| Armor
|Main stat. Increases ATK and carrying capacity.
|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.
|-
|-
|AGI
|{{#item:300361}}
|60-100
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep.
|-
|-
|VIT
|{{#item:300376}}
|70-80
|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.
|Increases Max HP while reducing the chances of getting Poisoned.
|-
|-
|INT
|{{#item:4023}}
|70-80
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|Increases Max HP while reducing the chances of getting Silenced.
|-
|-
|DEX
|{{#item:4392}}
|60-80 / 120 (Ranged Hyper Novice builds)
|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.
|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
|{{#item:300529}}
|60-80 / 120 (Mega Sonic Blow builds)
|At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere.
|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).
|-
|-
|}
|{{#item:300665}}
 
|Combos with {{#item:300660}} and {{#item:300662}}
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Trait
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|-
|POW
|{{#item:300472}}
|100
|A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand.
|Primary trait. Max this for the highest possible damage.
|-
|-
|STA
|{{#item:27196}}
|0 or 30-97
|rowspan="11"|Weapon
|Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value.
|Early-mid game card that boosts damage against small monsters.
|-
|-
|WIS
|{{#item:27289}}
|0 or 30-97
|Early-mid game card that boosts damage against Medium-sized monsters.
|Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value.
|-
|-
|SPL
|{{#item:27286}}
|0
|Early-mid game card that boosts damage against Large monsters.
|Not needed.
|-
|-
|CON
|{{#item:4394}}
|0 or 30-97
|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.
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
|-
|-
|CRT
|{{#item:27384}}
|0 or 30-97
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait.
|-
|-
|}
|{{#item:300114}}
 
{{#item:300140}} <br>
=== Skills ===
{{#item:300010}} <br>
 
{{#item:27324}} <br>
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{{#item:300124}} <br>
|-
{{#item:27320}} <br>
! style="background-color:#CC0000; color:White;  width: 100% " |Skills: Physical
{{#item:300106}} <br>
{{#item:300009}}
|These cards boost elemental damage, especially at high refines.
*Magic Poisoned Plaga: Neutral.
*Deep Sea Sropho: Wind, but cheaper
*Arch Plasma: Wind
*Brinaranea: Water, but slightly cheaper and without the need for high refines.
*Blue Pitaya: Water
*E-EA1L: Fire, but cheaper
*Red Pitaya: Fire
*Spectral Plasma: Ghost
|-
|-
|<!---[[File:Melee SN HTF.png|300px|right|thumb|With the power of the {{#item:16043| Chevrolet Suburban }}, a Super Novice makes sad Kimi happy.]] --->
|{{#item:300442}}
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.
|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.
 
{| 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'''
|{{#item:300455}}
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies.
|-
|-
|{{#skill:48 |Double Attack}}
|{{#item:300601}}
|Optional
|One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A {{#item:400724}}. Significantly boosts {{#skill:5456}} and {{#skill:5457}} damage.
|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.
|-
|-
|{{#skill:50 |Steal}}
|{{#item:300660}}
|5
|Increases magical damage against normal-type and mobs of all sizes. Slightly weaker compared to {{#item:27384}}.
|Steal items from one target. Prerequisite for Hiding.
|-
|-
|{{#skill:51 |Hiding}}
|{{#item:300662}}
|1
|Increases magical damage against boss-type and mobs of all elements. This is a bit more preferable to Lunarina, dealing a bit more damage compared {{#item:27384}}.
|Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
|-
|-
|{{#skill:28 |Heal}}
|{{#item:27356}}
|3
|rowspan="4"|Shield
|Mainly for self-healing purposes.
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards, good for those on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|-
|{{#skill:29 |Increase AGI}}
|{{#item:27385}}
|10
|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.
|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.
|-
|-
|{{#skill:31 |Aqua Benedicta}}
|{{#item:4413}}
|1
|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.
|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}}
|{{#item:300379}}
|Optional
|A Hodremlin Card but better... if your shield is a level 2, like {{#item:460040}} and is refined to +12.
|Makes you hit harder and more accurately. Optional.
|-
|-
|{{#skill:9 |Increase SP Recovery}}
|{{#item:27176}}
|Optional
|rowspan="13"|Garment
|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 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.
|-
|-
|{{#skill:45 |Attention Concentrate}}
|{{#item:300123}}
|10
{{#item:4629}} <br>
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
{{#item:300149}} <br>
 
{{#item:27167}} <br>
Your main source of DEX and AGI at higher levels. Max this.
{{#item:4657}} <br>
{{#item:300372}} <br>
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
*Purple Pitaya: Neutral
*Arc Elder: Earth
*Deep Sea Phen: Wind
*Faceworm Larva: Water
*Nightmare Ancient Mummy: Fire
*Cave Flower (not implemented): Ghost
|-
|{{#item:300269}}
|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.
|-
|-
|{{#skill:24 |Ruwach}}
|{{#item:300273}}
|1
|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.
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|{{#skill:26 |Teleport}}
|{{#item:300260}}
|1
|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.
|Save weight, money, inventory space and the grind for items that enable it!
|-
|-
|{{#skill:11 |Napalm Beat}}
|{{#item:300375}}
|Optional
|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.
|Prerequisite for Soul Strike and Safety Wall.
|-
|-
|{{#skill:13 |Soul Strike}}
|{{#item:300424}}
|Optional
|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.
|Prerequisite for Safety Wall.
|-
|-
|{{#skill:12 |Safety Wall}}
|{{#item:300521}}
|Optional
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}.
|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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#item:300522}}
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}.
|-
|-
|{{#skill:210 |Snatcher (Gank)}}
|{{#item:300641}}
|4
|Significantly boosts Fire, Neutral, Holy, Dark, Ghost, Wind, and Undead Element magic damage, but if the Garment's refine rate is less than 11. Very good earlier in the game or for those who don't want to deal with RNG nonsense and burning tons of {{#item:6635}} in the process. Best paired with {{#item:300645}}.
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|-
|-
|{{#skill:213 |Tunnel Drive}}
|{{#item:300643}}
|2
|Significantly boosts Fire, Water, Earth, Dark, Neutral, Wind, and Poison Element magic damage, but if the Garment's refine rate is less than 11. Very good earlier in the game or for those who don't want to deal with RNG nonsense and burning tons of {{#item:6635}} in the process. Best paired with {{#item:300645}}.
|Moving while hiding makes escaping or positioning for a raid easier.
|-
|-
|{{#skill:211 |Steal Coin (Mug)}}
|{{#item:27362}}
|4
|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.
|Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
|-
|-
|{{#skill:212 |Back Stab}}
|{{#item:4576}}
|2
|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.
|Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got back-stabbed.
|-
|-
|{{#skill:213 |Raid (Sightless Mind)}}
|{{#item:27249}}
|5
|rowspan="8"|Footgear
|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.
|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]].
 
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:66 |Impositio Manus}}
|{{#item:300177}}
|3
|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]].
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|-
|-
|{{#skill:68 |Aspersio}}
|{{#item:4658}}
|1-5
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|-
|-
|{{#skill:90 |Earth Spike}}
|{{#item:27255}}
|Optional
|Good for Wind and Water focused builds.
|Prerequisite for Quagmire.
|-
|-
|{{#skill:91 |Heaven's Drive}}
|{{#item:27253}}
|Optional
|Good for Fire focused builds.
|Prerequisite for Quagmire.
|-
|-
|{{#skill:92 |Quagmire}}
|{{#item:27250}}
|Optional
|Good for Neutral and Earth focused builds.
|Optional. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. Note that a maximum of 3 Quagmires can be active at a time.
|-
|-
|{{#skill:5075 |Breakthrough}}
|{{#item:27179}}
|5
|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.
|More HP, SP and received healing is always better. Max this.
|-
|-
|{{#skill:5076 |Help Me Angel!}}
|{{#item:300458}}
|Optional
|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.
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|-
|-
|{{#skill:5077 |Transcendence}}
|{{#item:4077}}
|Optional
{{#item:4327}}
|More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
|rowspan="4"|Accessory
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item:27026}}
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|-
|-
|{{#skill:5449 |Self Study Tactics}}
|{{#item:4577}}
|5-10
{{#item:300222}} <br>
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
{{#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>
|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%)
|-
|-
|{{#skill:5451 |Double Bowling Bash}}
|{{#item:300243}}
|7-10
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|A powerful but rather clunky melee skill which deals damage in a 7x7 area around the target and knocks them back. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage. However, its knockback is finicky and unpredictable. If there are 3 or less mobs, it will always push them back. If there are at least 4 mobs, sometimes they're knocked back, other times they're not.
|-
|-
|{{#skill:5452 |Mega Sonic Blow}}
|{{#item:1000857}}
|7-10
{{#item:1000859}} <br>
|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.
{{#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.
|-
|-
|{{#skill:5453 |Shield Chain Rush}}
|{{#item:25170}}
|7-10
{{#item:25067}}
|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.
|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.
|-
|-
|{{#skill:5454 |Spiral Pierce Max}}
|{{#item:1001329}}
|7-10
|Lower costume headgear
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me!
|-
|-
|{{#skill:5461 |Breaking Limit}}
|{{#item:1001327}}
|1
{{#item:25454}} <br>
|Significantly increases the damage of all skills in the Physical tree.
{{#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:1001327}}
{{#item:1001328}}<br>
{{#item:1001329}}<br>
{{#item:1001489}}
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits.
|-
|-
|}
|}
|}
|}


=== Equipment ===
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Pets
|-
|
 
The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
 
*{{#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.
|-
|}
 
===Tips and Tricks===


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Equipment
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Leveling (WIP)
|-
|-
|<!---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!'''--->
|'''WORK IN PROGRESS'''
 
'''Path 1: Questing Route'''
*1-20 Prontera Field / Culvert, grab Eden stuff
*20-45 Payon Dungeon, activate Manual at level 40
*45-70 Orc Dungeon, max Fire Ball
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*100-125 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest.
*125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips
*150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft {{#item:550080}}, then upgrade to {{#item:550081}} to make life so much easier. Level up in Illusion of Teddy Bear
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]])
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
*230-250 [[20 The Immortal]], Nif2 at 240
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]]
 
'''Path 2: GaoSuper (1-200)'''
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon.<br>
[[File:PandaAdmireWizardPNG.png|40x40px]]  [https://www.youtube.com/watch?v=QK-wNzp0ElA HAIL GAOSUPER!!!]  [[File:PandaAdmireWizardPNGmirror.png|40x40px]]


You can use Eden Gear or choose from the list below...
Timestamps and explanations (currently simplistic, will add more details later):
{| class="wikitable" width="100%"
*0:00 - character creation
! style=" width: 20% " | Item
*0:20 - start, beginner quest
! style=" width: 10% " | Type
*1:55 - Stat distribution (/dex+ 99), Payon Dungeon
! style=" width: 15% " | Way to obtain
*More coming soon!
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:34805}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |1x Leveling (New Game +, WIP)
|Chest
|[[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.
|-
|-
|{{#item:5119}}
|'''WORK IN PROGRESS: 1-99 and 200-250 looks good to go, but 100-200 is still lacking.'''<br>There is a new 1x rate that boosts drop rate by 50% at level 250. This "New Game+" route assumes you have a well-geared and high level Hyper Novice or Main Character and have at least 1 Alt Account with a Soul Linker/Reaper/Ascetic. It will take advantage of {{#skill:451}} - At level 90, you can wear ANY HEADGEAR, like a Grade A +15 {{#item:400991}}, and at level 96, you can equip any Level 4 weapon. A +7 or better {{#item:550081}} can be used to more quickly kill enemies. If you have enough VCT and FCT reduction, you can equip {{#item:25420}} and {{#item:25419}} to reduce {{#skill:2449}}'s cooldown from a dismal 5 seconds to a more tolerable 3 seconds.
|Upper Headgear
 
|Lighthalzen Armory (unslotted)
*1-10 Beginner Tutorial, Prontera Field / Culvert, grab Eden stuff at level 10
Holden (slotted)
*10-40 Payon Dungeon. Grab 1-39 Eden Quests. Activate Manual at level 40. Having a {{#item:13440}} from [[Old Glast Heim]] and {{#item:4084}} to enable {{#skill:7}} can make leveling a little easier.
|Starter Headgear. Gives +1 all stats.
*40-70 Max {{#skill:17}}, grab Orc Zombie, Orc Skeleton and Zenorc Eden Board Quest and go to Orc Dungeon. After killing Orc Zombie, head southeast for the Orc Skeletons and Zenorcs. Beware the Orc Archers. Change job to Super Novice at Base Level 45.
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*100-120 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest. There are multiple routes for leveling:
**100-110: Exit Thor Dungeon > Magmaring > Go East for Drosera/Muscipular
**100-110: Ice Dungeon > Siroma > type @lw and exit > Desert Wolf > Go down south for the Hill Winds > Go east for the Kobolds
**110-120: Ice Dungeon > Siroma > Head to the center and target Snowier > Head north and destroy Ice Titans and Gazeti
**100-120: Illusion of Moonlight
*125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips
**120-140: Eden Board Quests 120-140
**120-130: Illusion of Frozen
**130-150: Illusion of Vampire. Save the {{#item:6223}}. You can turn them to {{#item:985}}, then {{#item:1000331}} at the later parts of the game.
*150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft {{#item:550080}}, then upgrade to {{#item:550081}} to make life so much easier.
**150-160: Illusion of Teddy Bear
**160-170: Illusion of Luanda or Illusion of Twins if you're feeling brave (the ants hurt a lot unless you have high Flee)
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
**170-180: Illusion of Twins
**170-190: Illusion of Labyrinth
**180-190: Illusion of Underwater 2
**190-230: Abyss4, Odin Past and Einbech3. Lots of quests means lots of heirlooms and eden coins!
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]])
**200-210: Nif1, Rudus4, or continue with Abyss4 and Einbech3
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
**210-230: Abyss4, Odin Past or Einbech3 are still the best.
*230-250 [[20 The Immortal]], Nif2 at 240
**230-240: Amicitia 2 or Ami2 for short. So far, '''this is the MOST PAINFULLY SLOW PART''', made worse by those annoying NAPEOs teleporting like it's going out of style and slowing down your progress. Thankfully, Hyper Novices can go to Ami2 directly via {{#skill:27}}. Type /memo at Ami2's entrance and you can freely warp there. Such is the quality of life of Hyper Novices and Cardinals. ALWAYS MAKE A BEELINE FOR NAPEO BEFORE THEY TELEPORT. Everything else is collateral damage.
**230-240: Abyss4, Odin Past or Einbech3 are still viable, though it may take a bit longer to level up compared to Ami2. However, getting a lot of heirlooms and eden coins is still enticing.
**240-250: Nif2. Slower leveling but easier for the less geared. Mobs give around half the EXP compared to [[Varmundt's Biosphere]]. However, Grotes drop the highly coveted {{#item:12103}} in exchange, and you should get more of them with the 48% increased drop rate at level 240. If you want to level up faster though, make sure you're geared enough for...
**240-250: ...Biosphere A and B. The horrible and '''NASTEA''' Ami2 slog is finally over! Leveling is far easier because the dungeons are VERY CROWDED with tons of mobs, the kill quest is generalized unlike Ami2 where you need to kill X number of specific mobs, and if you're strong enough, turning in a quest should take no longer than 2mins most of the time, compared to Ami2's 3-5mins depending on your luck with Napeo the {{#skill:26}} addict. Pick a dungeon of your liking - all the dungeons have mobs that give more or less the same amount of EXP (65 - 71M), and kill quests that give the same amount of EXP, despite Fire, Ice, Grass and Death mobs having ~15M less HP than Temple, Soul and Venom mobs.
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]]
**250+: [[Unknown Blue Hole]] or [[Niflheim Pumpkin Farm]].  
**250+: [[Varmundt's Biosphere Depth]] if you're strong enough. Always keep distance from annoying stripper Lava Toads! They've been badly influenced by Ifrit the {{#skill:476}}per. Always remember to turn-in every 300 kills!
|-
|-
|{{#item:18776}}
|}
|Upper Headgear
 
|Toad
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:2340}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy
|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:2352|Tattered Novice Ninja Suit }}).
|-
|-
|{{#item:15012}}
|The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing. <!--- This strategy is focused more on a modestly built Hyper Novice with very little to no consumables used even in the thick of battle.
|Armor
'''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. --->
|Orc Lady
 
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
 
<u>'''Super Novice:'''</u>
 
*Super Novice has absolutely atrocious HP and SP pools until level 99. Without the help of equipment and costumes like {{#item:20307}}, your HP and SP will be less than 1000 and 300 respectively. Because of this, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere ~1000 HP. It's better to evade attacks instead of taking a hit with such low HP.
*Focus more on hit-and-run tactics by leveling up quick-cast skills like {{#skill:17}} instead of slow-casting bolt spells.
*Skills like {{#skill:12}} and {{#skill:25}} {{#skill:25}} iei will help you survive in dangerous situations but will cost a lot of skill points. It will be useful for quite a long time, even all the way until you're a Hyper Novice if you use them well.
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
*Always be on the move! Keep moving, don't get hit, and survive! Once you reach Base Level 99, you'll get an extra +2000 Max HP for your troubles.
*Don't upgrade to Ex. Super Novice until you reach Job Level 99.
 
 
<u>'''Ex. Super Novice'''</u>
 
*This is the deadly part, and I think a lot of people who try the class will give up here. The struggle IS REAL especially if Hyper Novice is the first or one of the first characters you make. Correct me if I'm wrong though!
*Soloing isn't too difficult from 100-150, then the difficulty ramps up quickly at 150 onwards due to the lack of strong 3rd job skills. Level 5 {{#skill:2449}} will make life a lot easier, but it needs a +7 {{#item:550081}}, and it can be obtained here: [[Ancient Hero / Patent / Hero-LT Weapons]]. Once you break through this challenging phase, especially if you don't have {{#item:550081}}, you'll feel a MASSIVE surge of power once you become a Hyper Novice and reach Job Level 7 and above.
*As you gain levels, allocate more points to DEX in order to reduce VCT (Variable Cast Time) as much as possible, with INT not far behind. It is highly recommended to do the episode quests listed above, as they'll give you access to equipment sets that can reduce your VCT by up to 10% (Grace Set) and FCT (Fixed Cast Time) by 0.5 seconds, which is very helpful considering the long 1.5-second FCT of AoE skills like {{#skill:89}} and {{#skill:85}}, and the even more abhorrent VCT of some skills reaching up to freaking 6.3 seconds! At least it isn't as bad as [[Sarah and Fenrir|Fenrir]], who can take '''a full minute''' to cast {{#skill:2454}}.
*AGI is still your primary survival stat, but some VIT can now help with a much better HP pool. Most monsters up to level 200 can have up to around ~550 Hit at most. Try to have 550 Flee or more if possible. Type @mi monstername for more info on a particular monster.
**If Hit - Flee = 100 or more, you'll ALWAYS be hit.
**But even if you think having tons of FLEE is going to work, it isn't, because there is a '''FLEE PENALTY'''. If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters.
*In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
 
 
<u>'''Hyper Novice'''</u>
<!-- Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest despair. -->
 
Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. '''Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.'''
 
 
<u>Buffing rotation:</u><!-- {{#skill:5457}}, {{#skill:5456}}, {{#skill:5458}}, {{#skill:5459}}, {{#skill:5455}}, {{#skill:5460}} --> <br>
Every 90 seconds: <s>{{#skill:74}}, {{#skill:66}}, {{#skill:2315}},</s> {{#skill:2478}} in any order<br>
Every 180 seconds: {{#skill:45}}, {{#skill:34}}, {{#skill:29}}, then <s>{{#skill:74}}, {{#skill:66}}, {{#skill:2315}},</s> {{#skill:2478}}, in any order<br>
To make buffing rotations easier, you can remove one or more of the following skills, indicated by a slash. {{#skill:2478}} cannot be removed, unless you have an oversupply of {{#item:12710}}. If you have sufficient SP regeneration or a lot of SP potions, remove {{#skill:74}}. If you think MATK+25 is too insignificant, remove {{#skill:66}}. If you have HP regeneration, sufficient healing, or lots of HP potions, remove {{#skill:2315}}.
 
 
<u>Skill rotation 1:</u><br>
{{#skill:5457}} build based on the skill build above with end-game gear - {{#item:400545}} + {{#item:550152}} combo. <br>
This rotation requires at least 30% ACD and 160 ASPD. The idea is to cram as many skills as possible within the duration of {{#skill:5457}}. This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<br>
(Start) {{#skill:5457}} > {{#skill:5456}} > {{#skill:5459}} > <s>{{#Skill:5458}}Hell's Drive</s> > {{#skill:5456}} '''--->''' {{#skill:5457}} > {{#Skill:5458}}Hell's Drive > {{#skill:5456}} > {{#Skill:5458}}Hell's Drive > <s>{{#Skill:5458}}Hell's Drive</s> (End)(Repeat)
 
 
<u>Skill rotation 2:</u><br>
{{#skill:5457}} build based on the skill build above with late-game gear - fully enchanted {{#item:550089}} with {{#item:400111}}. <br>
This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.<br>
(Start) {{#skill:5457}} > <s>{{#skill:5456}}</s> >{{#skill:5459}} > {{#Skill:5458}}Hell's Drive x3 '''--->''' {{#skill:5457}} > <s>{{#skill:5456}}</s> > {{#Skill:5458}}Hell's Drive x4 (End)(Repeat)
 
 
<u>Skill rotation 3 (WIP):</u><br>
{{#skill:5460}} build - {{#item:400545}} + {{#item:550133}} combo. <br>
Start with an opener to soften up the mobs a bit, followed by spamming the skill until the opener's duration ends. Spray enemies with a barrage of angry thoughts. If {{#item:400545}} + {{#item:550133}} are equipped, add angry souls to the mix. When in actual combat, adjust accordingly.<br>
(Start) {{#skill:5457}} or {{#skill:5459}} then spam {{#skill:5460}} (End)(Repeat)
 
 
<!-- <u>Skill rotation 4:</u><br>
{{#skill:5456}} build, OP Master Pablo style (will consult the OP 1/1 novice with a sus cart for the complete rotation) - {{#item:400545}} + {{#item:550152}} combo. <br>
This is the best rotation I found so far when testing DPS in dummies. Slashed skills mean they can be added if you have even more ACD and ASPD. When in actual combat, adjust accordingly.<br>
(Start) (End)(Repeat) -->
|-
|-
|{{#item:2355}}
|}
|Armor
 
|Eclipse
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|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:2113}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1
|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.
|-
|-
|{{#item:2183}}
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.
|Shield
 
|Mastering
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.
|Part of the Angel's Set.
 
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). {{#item:50035}} is even better.
 
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
 
*'''Enemy no. 1 - Lava Toads.''' If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast {{#skill:479}}, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
*'''Enemy no. 2 - Fatums.''' They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with {{#skill:20}}, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
*'''Enemy no. 3 - The Waterborne, Kapha and Anolian.''' Kapha usually doesn't initiate with {{#skill:86}}, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, {{#skill:136}}, {{#skill:2447}}, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
*'''Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail.''' These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
*Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast {{#skill:92}}, removing {{#skill:29}}, {{#skill:45}}, and {{#skill:2478}} and reducing DEX and AGI. Really annoying because you need to recast those skills, but {{#item:12710}} fixes that problem. Pom Spiders can occasionally cast {{#skill:405}} when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
*Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's {{#skill:18}}.
|-
|-
|{{#item:2512}}
|}
|Garment
 
|Lighthalzen Armory
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20710}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 2
|Garment
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:2416}}
|[[File:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice explores Depth 2, with just merely adequate equipment (Vesper + Dim). Using Safety Wall against Duneyrr's Spider Web saved his life.]]
|Footgear
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.
|Lighthalzen Armory
 
|Starter Shoes. Gives an HP boost.
1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP.
 
2 - Use {{#item:23204}} so you won't get 1-shot by Moskrillos and Salamanders. {{#item:50035}} is significantly better.
 
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
 
*'''Enemy no. 1 - Salamanders. KILL ON SIGHT, even if they're alone!''' These annoying fire lizards are almost always the main reason for dying here due to Earthquake. But if they don't cast Earthquake first, then their CRIT Attack is almost a guaranteed kill. Again, KILL ON SIGHT!!!
*'''Enemy no. 2 - The Graspers/Pullers, Frozen Gargoyle and Ancient Tree.''' In a place where mobs hit like a truck with a serious urge to isekai, and can occasionally "combo" with the Fiber Lockers, getting pulled to the wrong place at the wrong time can be certain death. Kill these two, especially the more dangerous and Grasp-Happy Gargoyle that can cast {{#skill:88}}.
*'''Enemy no. 3 - The Windborne Moskrillo and Blue Acidus.''' Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful {{#skill:20}} and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast {{#skill:21}} and {{#skill:84}} in quick succession.
*'''Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr''' because my goodness, they cast {{#skill:405}} like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around.
 
<!--Here's a true story that happened to my main SN Rakugaki multiple times: He attempts to escape a huge horde. Duneyrr casts Spider Web. He gets stuck for 8 seconds. Two or more Duneyrrs casting Spider Web? Make that 16 seconds because their duration stacks for some reason. A Gargoyle grasps him back but somehow he still can't move, even if the spider web is all the way over there. He breaks free of the sticky, but he has less than 100 Hard MDEF, and a Gargoyle casts Frost Nova. Or if he has less than 100 Total LUK, a Morroc Incarnation casts Wide Curse. Or he has less than 100 Hard MDEF and 100 Total LUK, and he's both Frozen and Cursed! He's Frozen in place, or can barely even move, or both, and there's a Salamander (or a huge horde) nearby. Salamander casts Earthquake, and he's STILL NOT DEAD thanks to the Hyper Novice's extra life. But because {{#skill:268}} drastically reduces movement speed, there's no escaping the massive horde stampeding towards him. One more spider web sticks him in place, the sheer amount of REALLY ANGRY monsters overwhelms his 90% damage reduction, and his fate is sealed. COMBO KILL!!! ALL THE MONSTERS IN DEPTH2 ARE CHEERING!!! THE VERDICT - 10 10 9001!!! -->
 
*Enemy no. 5 - Naga. They have {{#skill:57}}, but {{#skill:86}} is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball.
*Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so.
*Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage.
|-
|-
|{{#item:22015}}
|}
|Footgear
 
|Vocal
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Part of the Angel's Set. HP +100.
|-
|-
|{{#item:2628}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Eroded Gefenia
|Accessory
|Izlude Armor Dealer
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2607}}
|[[File:Mage Hyper Novice nearly gets quaked to death.jpg|thumb|This image of almost dying will soon be replaced by {{#skill:45}} having a cast time.]]
|Accessory
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Ch1Gefenia parties at the moment, or if parties are full. This is based on my experience having entered the Eroded Badlands multiple times solo and in a party, and will change over time. This place would've been not too difficult if it weren't for those meddling Toxits!
|Dragon Fly
 
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
1 - Get powerful equips (decently enchanted 275+/end-game is highly recommended) and have at least 80,000HP.
 
2 - Use {{#item:23204}} so you won't die due too quickly when dealing with Toxit Monsters. {{#item:50035}} is better. {{#item:50036}} is highly recommended for a full hour of <s>torture</s> fun time in <s>hell</s> paradise!
 
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
 
*'''Enemy no. 1 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone!'''<br>''(my made up) Legends say that when a Toxit is near, Ravel's Le Gibet from Gaspard de la Nuit starts playing... Those who encountered the Toxit whispers...''<br>''I mean you can try going in and let Toxit {{#skill:2020}} you. Quite fun when you get pulled around and die 2 screens away...''<br> ''I even prefer going {{#item:300379}} than {{#item:4128}} to survive Toxit...''<br>''What element is the best there? Holy? Fire?''<br>''Holy. But toxit will destroy you...''<br>Power Up is a monster skill that triples Hit AND ATK rate for 30 seconds, increasing this drunken '''toxi'''c '''t'''ree's Hit from 723 to 2169 and ATK from 28-42k to 84-126k! But it has the downside of making them easier to kill, as they take triple damage. They're almost always the main reason for dying here because they cast Power Up when they see you, followed by either Pulse Strike or pulling you in with {{#skill:2020}}, then finishing you off with Pulse Strike. Always stay away from Toxit Monsters even as it pulls you towards it, and deal with it ASAP!
*'''Enemy no. 2 - Lunarina.''' These souped up Loli Ruris have {{#skill:2492}}, which will SIGNIFICANTLY slow down your casting for 30 seconds if it connects, and even skills that are instant cast will suddenly have a 1 second cast time! High VIT and/or LUK decreases the chances of getting howled on, but be careful if a Succubus casts "All Stats Down". Once you see them casting (a smaller red square), '''INTERRUPT IT ASAP''', '''EVADE AT ONCE''', or one-shot them if possible. Based on my experience, they're not that much of a threat when soloing as long as you're paying attention - they're quite squishy compared to others, so interrupt and kill them. But in parties, a single Lunarina has the potential to almost totally shut down a bunched-up party because everyone now has a cast time, '''INCLUDING INSTANT CAST SPELLS LIKE {{#skill:45}}, FOR 30 SECONDS.''' Find'em quick, kill'em quick, before everyone gets howled on. Maybe designate someone as a Lunarina spotter. When howled on, '''Lauda'''mus te. Benedecimus te. Adoramus te.
*'''Enemy no. 3 - High Incubus.''' A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting a rather strong Soul Strike of Darkness.
*'''Enemy no. 4 - High Succubus.''' Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Having 100% VCT Reduction and keeping distance from enemies should mitigate its effects. Like the Lunarina, they're squishy, and if you think "All Stats Down" is a downer, be tempted to dispose of them quickly.
*'''Enemy no. 5 - Chief Knight of Abyss.''' Having High Flee (preferably over 900) should be enough to deal with its powerful {{#skill:397}}... most of the time. Because even with infinity Flee, there will ALWAYS be a 5% chance for attacks to hit. They cast Earthquake at low HP, but it takes a long time for them to do so. Simply move away, which is easier said than done if puller mobs like Toxits and Shadiests are around. Or kill before it can cast Earthquake.
*'''Enemy no. 6 - Bloody Slasher.''' High Flee and constantly moving should solve most problems. In addition to {{#skill:2006}} from their adult forms, they have Break Equipment Skills and likes casting them too. They're the tankiest of the bunch in this Eroded Bad Land.
*'''Enemy no. 7 - Shadiest.''' Has Break Armor, a pull in the form of {{#skill:2020}} and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but {{#skill:2020}} can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's {{#skill:2020}} and {{#skill:92}}.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:35108}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Zero Cell - Lux (WIP, currently not applicable)
|Chest
|[[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.
|-
|-
|{{#item:450121}}
|
[[File:Sad little brat plays Merry Go Round with vile evil 3rd jobs.jpg|thumb|<s>Ring around the rosie, pocket full of posies, ashes, ashes, we all fall DOWN!</s>This is actually a bug. The mobs are supposed to unleash their skills when they see you, not when they get close.]]
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Zero Cell parties at the moment, or if parties are full. This is based on my experience having entered the dungeon just once as of now, and will change over time.
 
1 - Get POWERFUL, HEAVILY-ENCHANTED END-GAME equips, preferably with the most important gears at +15, and have at least 80,000HP.


{{#item:470016}}
2 - Use {{#item:23204}} so you won't die due too quickly, though you will still die real fast anyways. {{#item:50035}} is better. {{#item:50036}} is highly recommended.


{{#item:480012}}
3 - <s>If your DPS is just merely adequate to survive here, watch out for the Arch Bishop, because it looks like they're the only ones smart enough to cast {{#skill:2040}} from a distance. The rest, including the Sorcerer for some reason, seem to use their skills only when they get up close and personal. Because of this, it may be possible to kite them and slowly finish them off. Find a big-enough space and get ready to play a long game of "Ring Around the Rosie" with extremely dangerous and deadly 3rd job mobs. Oh what fun it is to ride in the Zero Cell Carousel. OF DEATH!!!</s>


{{#item:490014}}
This is a bug. They'll unleash a world of hurt when they see you.
|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:450123|Super Novice Suit}}
|}


{{#item:470018|Attack Boots}}
<!--- 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:480016|Attack Manteau}}
== Melee Physical ==
[[File:Melee Physical Brat in Depth1.jpg|thumb|Melee build Hyper Novice surviving in Depth1.]]
<!--[[File:Melee Physical Brat in Bio Temple.jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins in Biosphere Temple.]]-->


{{#item:490017|Attack Ring}}
'''For a much better and more comprehensive guide on Melee Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
|Equipment Set
 
|3 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
|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:450125|Grace Super Novice Suit}}


{{#item:470020|Grace Attack Boots}}
{{#skill:5451}} will be shortened to DBB<br>
{{#skill:5452}} will be shortened to MSB


{{#item:480018|Grace Attack Manteau}}
=== Stats and Traits ===


{{#item:490019|Grace Attack Ring}}
{| class="wikitable"
|Equipment Set
! style="text-align: center; font-weight: bold; width: 100px" | Stat
|4 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
! style="text-align: center; font-weight: bold; width: auto" | Amount
|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}}!
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|-
|{{#item:450185|Paradise Luxury Suit }}
|STR
{{#item:470069|Paradise Luxury Boots }}
|100-120
|Armor and Shoes
|Main stat. Increases ATK and carrying capacity.
|Eden Academy, level 100
|Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds.
|-
|-
|{{#item:510039|Paradise Super Novice Dagger }}
|AGI
|Weapon
|60-80 (DBB)<br>90+ (all around or MSB)
|[[Eden Group]]
|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.
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:18776|Advanced Angel's Kiss  }}
|VIT
|Upper Headgear
|70-80
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|-
|-
|{{#item:5358|Peco Ears }}
|INT
|Mid Headgear
|70-80
|[[Gold Coins]]
|Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|-
|{{#item:15068|Advanced Angelic Protection  }}
|DEX
|Armor
|1-60 (MSB)<br>60-100 (all-around or DBB)
|Reno (@go 36), 20 Pure Energy Crystals
|Increases Hit rate and minimum damage.
|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.
|-
|-
|{{#item:15116|Armor of Airship }}
|LUK
|Armor
|60-80 (DBB)<br>120+ (MSB)
|[[Airship Assault]]
|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).
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
|-
|-
|{{#item:28705|Crimson Dagger |slots=2 }}
|}
|Dagger
 
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
{| class="wikitable"
|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="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
|-
|-
|{{#item:16040|Crimson Mace |slots=2 }}
|POW
|Mace
|110
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Primary trait. Max this for the highest possible damage.
|An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15).
|-
|-
|{{#item:2183|Advanced Angelic Guard  }}
|STA
|Shield
|Optional
|Reno (@go 36), 20 Pure Energy Crystals
|If more RES is needed and there are still some points to spare, grab a few points here.
|Part of the Advanced Angel's Set.
|-
|-
|{{#item:2113|Novice Shield  }}
|WIS
|Shield
|Optional
|Lighthalzen Armory
|If more MRES is needed and there are still some points to spare, grab a few points here.
|You may or may not wear a shield. Novices and Super Novices have a huge -10 Attack Speed penalty. Equip a shield only if more Defense is needed or if ASPD is good enough.
|-
|-
|{{#item:20710|Advanced Angelic Cardigan  }}
|SPL
|Garment
|0
|Reno (@go 36), 20 Pure Energy Crystals
|'''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.
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|-
|-
|{{#item:20743|Cloak of Airship  }}
|CON
|Garment
|110 (DBB)<br>72-100 (MSB)
|[[Airship Assault]]
|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.
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|-
|-
|{{#item:22015|Advanced Angelic Reincarnation  }}
|CRT
|Footgear
|Optional (DBB)<br>72-110 (MSB)
|Reno (@go 36), 20 Pure Energy Crystals
|Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. Also buffs Heal, resulting in some potions saved.
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|-
|-
|{{#item:22046|Boots of Airship }}
|}
|Footgear
 
|[[Airship Assault]]
=== Skills ===
|Use this to complete the Airship set. Gives an ASPD boost.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:2921|Str Glove  }}
! style="background-color:#880808; color:White; width: 100% " | Skills: Super Novice (45-99)
|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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|
[[File:HN Phys SN Tree 1.png|thumb|left|900x900px|Skillset overview from level 45-99.]]
<!--[[File:HN Phys SN Tree.png|thumb|left|900x900px|Skillset overview from level 45-99. There are two ways to deal damage - Bashing or Autoattacking with the help of Double Attack.]] -->
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:5897|Ascendant Crown  }}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|Upper Headgear
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{#item:18874|Monocle  }}
|{{#skill:48}}
|Mid Headgear
|10
|Owl Viscount, Owl Marquees
|Adds a chance to double attack while autoattacking. At level 10, add a 70% chance to double attack while increasing Hit by 10%. Critical hits can double attack too. If you run out of SP, at least you can still deal decent damage.<br>
|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 }}.
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a {{#item:4117}}, enabling Double Attack on any weapon.
|-
|-
|{{#item:5361|Gangster Scarf }}
|{{#skill:5}}
|Lower Headgear
|10
|Cash Shop
|A simple physical skill that makes you bash enemies real hard. Has an accuracy bonus, making hits easier to land on high Flee targets. Sadly, because Super Novices can't learn {{#skill:145}}, it can never stun above level 5...
[[Custom Headgear Quests]]
|Gives ATK+5.
|-
|-
|{{#item:15376|Illusion Armor A-type}}
|{{#skill:7}}
|Armor
|10
|[[Illusion]]
|A small fire-element physical explosion in a 5x5 area around you. Gain 20% Fire Property damage bonus for 10 seconds. This is the only Physical AoE (area of effect) skill you have.
|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:510039|Paradise Super Novice Dagger }}
|{{#skill:50}}
|Weapon
|5
|[[Eden Group]]
|Steal items from one target. Prerequisite for Hiding.
|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:16043| Meteor Strike|slots=2 }}
|{{#skill:51}}
|Mace
|1
|[[Meteor Strike Quest]]
|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.
|A f****** heavy-a** mace weapon where its power depends on the level of certain skills. At the cost of skill flexibility, it grants a huge increase to ATK while also being cheaper than a +15 Crimson Mace or +15 Vicious Mind Mace.
|-
|-
|{{#item:16040|Crimson Mace |slots=2 }}
|{{#skill:28}}
|Mace
|3+
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Mainly for self-healing purposes. It's better to use potions because SP is in limited supply.
|Compared to the Vicious Mind Mace, this has less ATK and no enchants but has 2 slots, allowing for more options for carding. Get a Neutral element mace. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. While significantly more expensive, the greatest benefits are increased versatility and weight savings (2000 weight saved!). You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore!
|-
|-
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|{{#skill:29}}
|One-Handed Sword
|10
|Broken Security Beta, Verporte
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
|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.
 
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
|-
|-
|{{#item:510071|Patent Blessed Knife |slots=2 }}
|{{#skill:31}}
|Dagger
|1
|[[Ancient Hero]]
|Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 666z (lulwut) per Holy Water bottle.
|This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 <s>{{#skill:2284 |Fatal Menace}}</s> '''FATAL MENAS™''' at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
|-
|-
|{{#item:2113|Novice Shield  }}
|{{#skill:34}}
|Shield
|10
|Lighthalzen Armory
|Makes you hit harder and more accurately. Optional.
|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:460017|Illusion Guard  }}
|{{#skill:9}}
|Shield
|Optional
|[[Illusion of Twins]]
|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.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#item:28942|Cursed Knight's Shield  }}
|{{#skill:45}}
|Shield
|10
|Cash Shop
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
|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.
 
Your main source of DEX and AGI at higher levels. Max this.
|-
|-
|{{#item:20718|Giant Faceworm Skin  }}
|{{#skill:24}}
|Garment
|1
|[[Faceworm's Nest]]
|Reveals and deals Holy Element magic damage to hidden enemies.
|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:20933|Illusion Engine Wing A-type}}
|{{#skill:26}}
|Garment
|1
|[[Illusion]]
|Save the weight, money, inventory space,<!--oxford comma because why not lelel--> and grind for items that enable it!
|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:2576|Heroic Backpack  }}
|}
|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.
Once you're an Expanded Super Novice (ESN), get {{#skill:214}} (17 skill points) then reskill.
|-
|{{#item:22011|Temporal Boots of Luck  }}
|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!'''
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:22196|Illusion Leg A-type  }}
! style="background-color:#880808; color:White; width: 100% " | Skills: Expanded Super Novice (99-200)
|Accessory
|[[Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39550|Modification Module (Overpower)}} or {{#item:39551|Modification Module (Fatal Flash)}} for increased damage.
|-
|-
|{{#item:22238|Great Hero Boots}}
|[[File:ESN SN skill tree.png|thumb|left|900x900px|Bash, Double Attack and Magnum Break are gone because Raid will be the new main damage skill.]]
|Footgear
[[File:ESN ESN skill tree.png|thumb|left|900x900px|Raid is the main focus.]]
|
{| class="wikitable" width="100%"
|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.
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:2963|Physical Enhancer Ring  }}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|Accessory
|[[Geffen Magic Tournament]]
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|-
|-
|{{#item:52228|King Schmidt's Strong Insignia  }}
|{{#skill:210}}
|Accessory
|4
|[[Fall of Glast Heim]]
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|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:42207|Illusion Booster R  }}
|{{#skill:213}}
|Accessory
|2
|[[Illusion]]
|Moving while hiding makes escaping or positioning for a raid easier.
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
|{{#item:42208|Illusion Booster L  }}
|{{#skill:211}}
|Accessory
|4
|[[Illusion]]
|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.
|ATK +5%. {{#item:39544|Modification Orb (Drain Soul)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
|{{#item:24318|Super Novice Shadow Shield }}
|{{#skill:212}}
|Shadow Gear
|2
|[[High Rank Shadow Gear]]
|Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got backstabbed.
|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:24282|Super Novice Shadow Gauntlet }}
|{{#skill:214}}
|Shadow Gear
|5
|[[High Rank Shadow Gear]]
|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.
|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.
 
The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's [[Patcher#Turbo_Setup|Turbo]] makes this significantly easier. Set Raid to TurboKeys and place {{#skill:51}} right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#skill:66}}
|3-5
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|-
|-
|{{#item:5897|Ascendant Crown  }}
|{{#skill:68}}
|Upper Headgear
|1-5
|[[Cash Shop]]
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|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:34281|Clark Sidecap EVT}}
|{{#skill:138}}
|Headgear
|7-9
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Endows a target's weapon with the Poison property. Good against Earth, Wind, Water, and Fire enemies or in maps with a lot of them.
|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:34278|Chung Cap EVT}}
|{{#skill:5075}}
{{#item:34280|Stripe Cap EVT}}<br>
|5
{{#item:34284|Red Coronet EVT}}
|More HP, SP and received healing is always better. Max this.
|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:410080|Deep Blue Sunglasses }}
|{{#skill:5076}}
|Middle Headgear
|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.
|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:400002|Victory Wing Ears }}
|{{#skill:5077}}
|Middle Headgear
|5
|
|More HP, SP and healing power is always welcome.
|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:18754|Blood Sucker}}
|}
|Lower Headgear
|}
|{{#item:28620|Lower Hat Box}}
 
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
Once you're a Hyper Novice (HN), Max {{#skill:5451}} (15 skill points) then reskill.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:450127|Automatic Armor A-type}}
! style="background-color:#880808; color:White; width: 100% " | Skills: Hyper Novice - Melee
|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 {{#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:510054|Fortified Edge |slots=2 }}
|
|Dagger
[[File:HN SN Skill Tree.png|thumb|left|900x900px]]
|Broken Security Beta, Verporte
[[File:HN ESN Skill Tree.png|thumb|left|900x900px]]
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8.
[[File:HN HN Skill Tree.png|thumb|left|900x900px]]
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:510039|Paradise Super Novice Dagger }}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice'''
|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.
|-
|-
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|{{#skill:5449}}
|One-Handed Sword
|5-10
|Broken Security Beta, Verporte
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|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.
|-
|{{#skill:5451}}
|10
|A powerful melee skill that deals damage in a 9x9 area around the target and knocks them back slightly. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage.
|-
|-
|{{#item:510072|Blessed Knife-LT |slots=2 }}
|{{#skill:5452}}
|Dagger
|10
|[[Ancient Hero]]
|A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Damage doubles when the enemy has below 50% HP.
|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:500046|Poenitentia Orbis |slots=2 }}
|{{#skill:5453}}
|One-Handed Sword
|9
|[[Tomb of Remorse]]
|A spammable ranged physical attack which hits enemies in a 9x9 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down.
|A sword that boosts {{#skill:5453 |Shield Chain Rush}} and {{#skill:5451 |Double Bowling Bash}} damage, especially at higher refines and grades.
|-
|-
|{{#item:2113|Novice Shield  }}
|{{#skill:5454}}
|Shield
|9
|Lighthalzen Armory
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|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:460017|Illusion Guard  }}
|{{#skill:5461}}
|Shield
|1
|[[Illusion of Twins]]
|Significantly increases the damage of all skills in the Physical tree.
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#item:28946|Purified Knight's Shield  }}
|{{#skill:5450}}
|Shield
|5
|Cash Shop
|Prerequisite for Overcoming Crisis.
|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:460018|Illusion Silver Guard  }}
|{{#Skill:5505}}
|Shield
|5
|Cash Shop
|Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK, and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate, but use it wisely - Physical Hyper Novices will have a harder time earning AP because none of the skills are ground-targeted or self-cast. Max this skill and leave the ranged skills at a decent level 9.
|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:480020|Automatic Engine Wing A-type}}
|}
|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 {{#item:1000125|Automatic Module (Fast)}}, {{#item:1000127|Automatic Module (Critical)}} and {{#item:1000143|Automatic Module (Powerful)}}.
=== Equipment ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:480124|Convertible Physical Wing}}
! style="background-color:#880808; color:White;  width: 100% " |Equipment
|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:480197|Convertible Critical Wing}}
|<!---The {{#item:2942|Taekwon Manual }} will be very important across all levels - be sure to get it by completing the Eden quest chain and '''ALL tutorials.''' It allows use of a gap closer, level 5 {{#skill:421 |Flying Side Kick}}, and the ability to change your weapon's element to either Earth, Wind, Water or Fire via {{#skill:425 |Warm Wind}}, though only until level 4. Place this on your right accessory slot (lowest left side in the equipment window). '''The ability to equip Novice Job Manuals is a custom feature. It may not be the case in other servers!'''--->
|Garment
|[[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.
|-
|{{#item:470022|Automatic Leg A-type}}
|Shoes
|[[Sage's Legacy]]
|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:470094|Hero Boots-LT}}
|Footgear
|
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the {{#item:510072|Blessed Knife-LT |slots=2 }}. Try to aim for a +11 Grade C at least.
|-
|{{#item:490024|Automatic Booster R}}
|Accessory
|[[Sage's Legacy]]
|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:490025|Automatic Booster L }}
|Accessory
|[[Sage's Legacy]]
|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:24619|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.'''
|-
|{{#item:24318|Super Novice Shadow Shield }}
|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:24150|Infinity Shadow Ring }}
{{#item:24151|Infinity Shadow Bracer }}
|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%"
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Sample equipment builds (Coming soon!)
|-
|
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 20% " | Item
Line 2,004: Line 2,037:
! style=" width: 65%" | Notes
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|-
|-
|{{#item:34805|Eden Equipment Chest [Physical] |slots=0 }}
|'''Paradise Set'''
|Chest
|Equipment Set
|[[Beginners Guide|Eden Academy]], Base Level 10
|[[Beginners Guide|Eden Academy]], Base Level 10
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item:5119}}
|-
|Upper Headgear
|{{#item:35108|Adv. Eden Chest [Physical] |slots=0 }}
|Lighthalzen Armory (unslotted)
|Chest
Holden (slotted)
|[[Beginners Guide|Eden Academy]], Base Level 100
|Starter Headgear. Gives +1 all stats.
|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:450121|Noblesse Super Novice Suit}}
|{{#item:2340}}
 
|Armor
{{#item:470016|Noblesse Attack Boots}}
|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:2352|Tattered Novice Ninja Suit }}.
{{#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}}!
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|{{#item:2113}}
|Shield
|rowspan="3"| Lighthalzen Armory
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
|-
|-
|{{#item:5897|Ascendant Crown  }}
|{{#item:2512}}
|Upper Headgear
|Garment
|[[Cash Shop]]
|Starter Garment - gives 10% Neutral resistance.
|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:2416}}
|Footgear
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:5897|Ascendant Crown  }}
|{{#item:5125}}
|Upper Headgear
|Upper Headgear
|[[Cash Shop]]
|Toad
|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.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|}
|{{#item:15012}}
|}
|Armor
 
|Orc Lady
=== Cards and Pets ===
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:2355}}
|-
|Armor
|
|Eclipse
{| class="wikitable" width="100%"
|MDEF+20
! style=" width: 20% " | Card
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.
! style=" width: 10% " | Slot
|-
! style=" width: 80% " | Notes
|{{#item:2183}}
|Shield
|Mastering
|Part of the Angel's Set.
|-
|{{#item:20710}}
|Garment
|Vagabond Wolf
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|{{#item:22015}}
|Footgear
|Vocal
|Part of the Angel's Set. HP +100.
|-
|{{#item:2628}}
|rowspan="2"| Accessory
|Izlude Armor Dealer
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:4468}}
|{{#item:2607}}
{{#item:4458}}
|Dragon Fly
|Headgear
|Gives 10SP.
|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:30150}}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|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.
|-
|-
|{{#item:40015}}
|'''Advanced Paradise Set'''
|Headgear
|rowspan="4"| Equipment Set
|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.
|[[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 15 {{#item:7200}} and 3 {{#item:1034}}, or by spending 10 {{#item:25223}} per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
|-
|-
|{{#item:27328}}
|{{#item:450121}}
|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%.
{{#item:470016}}


When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.
{{#item:480012}}


When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
{{#item:490014}}
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]]
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. They can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|{{#item:450123}}


'''When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.'''
{{#item:470018}}


When equipped with Phen Card, reduces variable casting time by 25%.
{{#item:480016}}


When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
{{#item:490017}}
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]]
|Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129}}, at the cost of 10 {{#item:25155}} per piece, including the refine ticket.
|-
|{{#item:450125}}


When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
{{#item:470020}}


When equipped with Magalodon Card, Def + 100.
{{#item:480018}}
 
{{#item:490019}}
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]]
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|-
|-
|{{#item:27288}}
|{{#item:5897}}
|Armor
|Upper Headgear
|Early-mid game card. Increases Hit and ATK.
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{#item:4393}}
|{{#item:510039}}
|Armor
|Weapon
|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.
|[[Beginners Guide|Eden Academy]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:4392}}
|{{#item:2113}}
|Armor
|Shield
|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.
|Lighthalzen Armory
|Still a really good shield.
|-
|-
|{{#item:300310}}
|{{#item:2921}}
|Armor
|Accessory
|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.
|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.
|-
|-
|{{#item:4082}}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|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.
|-
|-
|{{#item:4117}}
|{{#item:5897}}
|Weapon
|Upper Headgear
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|-
|{{#item:4115}}
|{{#item:18874}}
|Weapon
|Mid Headgear
|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.
|Owl Viscount, Owl Marquees
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained in the [[Cash Shop]], but only a few can be slotted, via the {{#item:6396|Spiritual Auger }}.
|-
|-
|{{#item:31024}}
|{{#item:18754}}
|Weapon
|Lower 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.
|[[Equipment Crafting]]
|Adds a chance to leech HP, but disables HP and SP regeneration in exchange.
|-
|-
|{{#item:27339}}
|{{#item:15376}}
|Weapon
|Armor
|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.
|[[17.1 Illusion]]
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
|-
|-
|{{#item:300231}}
|{{#item:450127}}
|Weapon
|Armor
|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?'''
|[[17.2 Sage Legacy]]
|An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|-
|-
|{{#item:300420}}
|{{#item:510039}}
|Weapon
|Weapon
|This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards.
|[[Beginners Guide|Eden Academy]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:4608}}
|{{#item:500007}}
|Weapon
|One-Handed Sword
|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.
|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 on top of -10 ASPD from equipping a shield, it is highly recommended to refine this to +7 for the 20% ASPD boost.''' Very good for any physical build, whether it is spamming Raid or autoattacking.
|-
|-
|{{#item:300263}}
|{{#item:510071}}
|Weapon
|Dagger
|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.
|[[Bioresearch Laboratory]]
|This patented and blessed knife makes life a lot easier by enabling the use of Level 10 {{#skill:2284}} at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
|-
|-
|{{#item:4609}}
|{{#item:2113}}
|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.
|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.
|-
|-
|{{#item:300240}}
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|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.
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
[[File:SN Boots.png|40x40px]]
|A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too.
|-
|-
|{{#item:4413}}
|{{#item:460018}}
|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.
|Illusion of Twins
|Reduces VCT and ACD. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
|-
|-
|{{#item:4588}}
|{{#item:460017}}
|Garment
|Shield
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|Illusion of Twins
|Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
|-
|-
|{{#item:27176}}
|{{#item:20933}}
|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.
|[[17.1 Illusion]]
|Max HP +1000. Adds 100 HP every 2 refine rate.
|-
|-
|{{#item:300271}}
|{{#item:480020}}
|Garment
|Garment
|One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base STR.
|[[17.2 Sage Legacy]]
|Improved version of the Illusion Engine Wing.
|-
|-
|{{#item:300270}}
|{{#item:22196}}
|Garment
|One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base DEX.
|-
|{{#item: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 {{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.
|-
|{{#item: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 {{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:27249}}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|[[17.1 Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate.
|-
|-
|{{#item:27251}}
|{{#item:470022}}
|Footgear
|Footgear
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|[[17.2 Sage Legacy]]
|Improved version of the Illusion Leg.
|-
|-
|{{#item:27252}}
|{{#item:32207}}
|Footgear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|{{#item:27258}}
|Footgear
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|-
|{{#item:27256}}
|Footgear
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|-
|{{#item:30144}}
|Footgear
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|-
|{{#item:27183}}
|Accessory
|Accessory
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|[[Illusion]]
|Grants ATK +5%.
|-
|-
|{{#item:300108}}
|{{#item:32208}}
|Accessory
|Accessory
|Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{#item:27172}} and {{#item:300097}} cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game.
|[[Illusion]]
|Grants ATK +5%.
|-
|-
|{{#item:27171}}
|{{#item:490025}}
|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.
|[[17.2 Sage Legacy]]
|An improved version of the Illusion Booster.
|-
|-
|{{#item:27170}}
|{{#item:490024}}
|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.
|[[17.2 Sage Legacy]]
|An improved version of the Illusion Booster.
|-
|-
|{{#item:300242}}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|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.
|-
|-
|{{#item:25207}}
|{{#item:400267}}
{{#item:25208}}
|Upper Headgear
|Upper costume headgear, garment costume
|[[OS / OS-LT Headgears]]
|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.
|Upgraded versions of OS Headgear.
|-
|-
|{{#item:25210}}
|{{#item:410094}}
{{#item:25209}}
|Middle Headgear
|Upper costume headgear, garment costume
|[[Niflheim]], random item from {{#item:41080}}
|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.
|Boosts all CRIT, Melee and Ranged Physical Damage. Comboes with {{#item:420076}}
|-
|-
|{{#item:1000377}}
|{{#item:420076}}
{{#item:1000378}}<br>
|Lower Headgear
{{#item:1000379}}
|[[Niflheim]], random item from {{#item:41080}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|Boosts CRIT and CRIT DMG.
|These three boost melee damage.
|-
|-
|{{#item:25304}}
|{{#item:18754}}
{{#item:25060}}<br>
|Lower Headgear
{{#item:25305}}
|[[Equipment_Crafting#Floating_Book_-_Rideword_Hat,_Blood_Sucker,_Officer's_Hat|Equipment Crafting]]
|Upper costume headgear, middle costume headgear, lower costume headgear
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|-
|{{#item:1000375}}
|{{#item:450177}}
{{#item:25061}}<br>
|Armor
{{#item:1000376}}
|[[Gray Wolf Equipment]]
|Upper costume headgear, middle costume headgear, lower costume headgear
|An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|These three boost ranged damage.
|-
|-
|{{#item:1001328}}
|{{#item:450206}}
|Mid costume headgear
|Armor
|This mid headgear costume stone is not yet implemented.
|[[Issgard Equipment]]
|A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
|-
|-
|{{#item:25710}}
|{{#item:510039}}
{{#item:25492}} <br>
|Dagger
{{#item:1001326}}
|[[Beginners Guide|Eden Academy]]
|Upper costume headgear, lower costume headgear, garment costume
|If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
|{{#item: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.
|-
|-
|}
|{{#item:510054}}
|}
|Dagger
 
|[[Amicitia]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|A level 5 weapon that boosts {{#skill:5451}} damage. Refine this to +8.
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Pets
|{{#item: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 <s>infinity</s> +11 and beyond.
|-
|-
|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:500050}}
 
|One-Handed Sword
*{{#item:9002 }}: Hit+3, ATK+3
|[[Issgard Equipment]]
*{{#item:9005}}: STR+1, ATK+5
|Despite having no slots and losing the ability to use {{#skill:2284}}, this is the best weapon in this level range, especially when fully enchanted. This has better size modifiers but a worse -17 ASPD penalty.
*{{#item:9090}}: ATK+4%
*{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
*{{#item:9055}}: Add a 3% chance to drain HP based on 5% of the damage dealt.
*{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal
*{{#item:9126}}: ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
|-
|-
|}
|{{#item:510062}}
 
|Dagger
=== Tips and Tricks ===
|[[Issgard Equipment]]
 
|Despite having no slots and losing the ability to use {{#skill:2284}}, this is the best weapon in this level range, especially when fully enchanted. This has worse size modifiers but a better -15 ASPD penalty.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:2113}}
|Shield
|Lighthalzen Armory
|If a Glacier Guard or Mad Bunny are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Strategy (WIP)
|{{#item:460017}}
|Shield
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
|{{#item:460018}}
 
|Shield
 
|[[Illusion of Twins]]
<u>Super Novice:</u>
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
 
*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.
 
 
<u>Ex. Super Novice</u>
When soloing, I get writer's block!
 
In a party setting, I also get writer's block!
 
 
<u>Hyper Novice</u>
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.
 
|-
|-
|}
|{{#item:28946}}<br>[[Cursed Knight Shield]]
 
|Shield
<!--- 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  --->
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! '''MAMAU!!!!!!!''' (transforms into... something)
 
[[File:SN Boots.png|40x40px]]
 
|The upgraded form of {{#item:28942}} has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
== Hybrid (Work in progress) ==
[[File:Mage HN .jpg|thumb|Mage build Hyper Novice treading carefully in the Ancient Factory.]]
[[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 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
|{{#item:480091}}
|1+
|Garment
|Leftover. Mainly used for increased carrying capacity.
|[[Gray Wolf Equipment]]
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|-
|-
|AGI
|{{#item:480159}}
|60-80
|Garment
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
|[[Issgard Equipment]]
|Improved version of the Gray Wolf Muffler.
|-
|-
|VIT
|{{#item:480124}}
|70-80
|Garment
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|[[Convertible Wings]]
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
|-
|-
|INT
|{{#item:480197}}
|120+
|Garment
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|[[Convertible Wings]]
|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.
|-
|-
|DEX
|{{#item:470087}}
|120+
|Footgear
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|[[Gray Wolf Equipment]]
|Improved version of the Illusion Leg and Automatic Leg.
|-
|-
|LUK
|{{#item:470115}}
|1+
|Footgear
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
|[[Issgard Equipment]]
|Improved version of the Gray Boots.
|-
|-
|}
|{{#item:470094|Hero Boots-LT}}
 
|Footgear
{| class="wikitable"
|
! style="text-align: center; font-weight: bold; width: 100px" | Trait
|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.
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|-
|POW
|{{#item:490044}}
|0
{{#item:490056}}
|Not needed.
|Accessory (Right)
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|STA
|{{#item:490045}}
|0 or 30-97
{{#item:490057}}
|Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
|Accessory (Left)
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
|-
|-
|WIS
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|0 or 30-97
|Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
|-
|-
|SPL
|{{#item:400675}}
|100
|Upper Headgear
|Primary trait. Max this for the highest possible Magic Damage.
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
|-
|-
|CON
|{{#item:400109}}
|0 or 30-97
|Upper Headgear
|Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
|[[Equipment Crafting]]
|Headgear good for increasing CRIT in exchange for slightly reduced HIT.
|-
|-
|CRT
|{{#item:410080}}
|0
|Middle Headgear
|Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?
|[[Deep Blue Sunglasses]], @go 59, Cool Mechanic NPC just left of spawn
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get ATK enchants.
|-
|-
|}
|{{#item:400002}}
 
|Middle Headgear
===Skills===
|[[Amicitia]] (0.05%)
 
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get ATK enchants.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " | Skills: Super Novice
|{{#item:420066}}
|Lower Headgear
|Rock Ridge
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{#item:18754}}
|Lower Headgear
|
|
{| class="wikitable" width="100%"
|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.
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:450264}}
|Armor
|[[20 The Immortal]]
|An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#Skill:19}}
|{{#item:450270}}
|4
|Armor
|Prerequisite for Fireball.
|[[20 The Immortal]]
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#Skill:17}}
|{{#item:500103}}
|6-10
|One-Handed Sword
|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.
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, {{#skill:5451}} gets FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5451}} builds.
|-
|-
|{{#Skill:10}}
|{{#item:500055}}
|1
|One-Handed Sword
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|[[Issgard Equipment]]
|Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311335}} for DBB, two {{#item:311336}} for MSB, or one of each for balance. This has better size modifiers but a worse -17 ASPD penalty.
|-
|-
|{{#Skill:14}}
|{{#item:510076}}
|5
|Dagger
|Prerequisite for Frost Diver.
|[[Issgard Equipment]]
|Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311335}} for DBB, two {{#item:311336}} for MSB, or one of each for balance. This has worse size modifiers but a better -15 ASPD penalty.
|-
|-
|{{#Skill:15}}
|{{#item:2113}}
|1
|Shield
|Prerequisite for Storm Gust.
|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.
|-
|-
|{{#Skill:20}}
|{{#item:460017}}
|4
|Shield
|Prerequisite for Thunderstorm and Jupitel Thunder.
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#Skill:21}}
|{{#item:460018}}
|1
|Shield
|Prerequisite for Lord of Vermillion.
|Cash Shop
|Reduces VCT and ACD depending on refine rate. Its VCT and ACD reductions are still very useful for all builds.
|-
|-
|{{#Skill:11}}
|{{#item:460040}}
|1
|Shield
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|Episode 20
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|-
|{{#Skill:16}}
|{{#item:450266}}
|1
|Garment
|Prerequisite for Earth Spike.
|[[20 The Immortal]]
|This CLOAK is adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the VCT boost. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#Skill:9}}
|{{#item:480283}}
|5-10
|Garment
|Compensates for the Super Novice's very low SP pool.
|[[20 The Immortal]]
|Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#Skill:28}}
|{{#item:470265}}
|3-10
|Footgear
|Mainly for self-healing. Also helpful in healing teammates.
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this footgear. Upgrade it to a +11 Grade C.
|-
|-
|{{#Skill:29}}
|{{#item:470196}}
|10
|Footgear
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|-
|-
|{{#Skill:22}}
|{{#item:470197}}
|5
|Footgear
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|[[20 The Immortal]]
|Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|-
|{{#Skill:34}}
|{{#item:490303}}
|10
|Accessory (Right)
|Grants STR, INT and DEX bonuses. Very useful buff.
|[[Varmundt's Biosphere]]
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#Skill:24}}
|{{#item:490306}}
|1
|Accessory (Left)
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|[[Varmundt's Biosphere]]
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#Skill:26}}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (275+)'''
|1
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{#Skill:12}}
|{{#item:400545}}
|Optional
|Upper Headgear
|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!
|Depth 2
|Best in slot headgear. Its full power is unleashed at Grade A and when paired with a Grade A {{#item:500094}}
|-
|-
|{{#Skill:43}}
|{{#item:410233}}
|3
|Middle Headgear
|Prerequisite for Vulture's Eye.
|[[Alice Twisted Madness]]
|Best in slot headgear and can be enchanted. If you have less than 40% ACD, get ACD enchants. If you already have 40% or more ACD, get either Melee Physical Damage or CRIT DMG.
|-
|-
|{{#Skill:44}}
|{{#item:420210}}
|1
|Lower Headgear
|Prerequisite for Attention Concentrate.
|[[Alice Twisted Madness]]
|Best in slot headgear for damage. Try getting STR, AGI or LUK, then Critical Damage or Melee Physical Damage.
|-
|-
|{{#Skill:45}}
|{{#item:450285}}
|10
|Armor
|Your main source of DEX and AGI. Max this one for reduced cast times.
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor for MSB will serve you well until all the stars align. Grants copious amounts of ATK, CRIT, and CRIT DMG, especially at higher grades and higher refines.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#item:450282}}
|Armor
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor for DBB will serve you well until all the stars align. Grants copious amounts of ATK and Melee Physical DMG, especially at higher grades and higher refines. Because you have access to the SN Chant that grants +50 CRIT, this may be a little better for MSB too, compared to the Corruption Poison Rune Cloth above.
|-
|-
|{{#Skill:81}}
|{{#item:450169}}
|2
|Armor
|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.
|[[Constellation Tower]]
|The best-in-slot armor for DBB builds, especially if all the stars align. But once you obtain the following:
*{{#item:480349}} with the {{#item:313012}} enchant,
*{{#item:490132}} with {{#item:313028}},
*{{#item:490483}} with {{#item:312986}},
There will be a huge increase in power.
|-
|-
|{{#Skill:83}}
|{{#item:450172}}
|10
|Armor
|Bombards an area with meteors, dealing Fire Element damage.
|[[Constellation Tower]]
|The best-in-slot armor for MSB builds, especially if all the stars align. The final (2nd slot) enchant is {{#item:310676}}.
But once you obtain the following:
*{{#item:480352}} with the {{#item:313023}} enchant,
*{{#item:490135}} with {{#item:313033}},
*{{#item:490486}} with {{#item:312986}},
There will be a huge increase in power.
|-
|-
|{{#Skill:89}}
|{{#item:500094}}
|1 or 10
|Sword
|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.
|[[Varmundt's Biosphere Depth 2|Depth 2]]
 
|One of the strongest weapons despite its -17 ASPD penalty. It can have two powerful enchants of your choosing, no RNG nonsense. At Grade A and paired with a Grade A {{#item:400545}}, it further increases {{#Skill:5451}} damage and FINALLY gives the Physical Hyper Novice an actual gap closer - {{#skill:2022}}. Though if you step on something incredibly sticky, like {{#skill:405}}, {{#skill:2022}} will fail.
'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
|-
|-
|{{#Skill:84}}
|{{#item:590112}}
|5-10
|Mace
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|[[Chapter 1]]
|An adorably cute, unfrighteningly spoopy, and totally harmless little mace tailor-made for {{#skill:5451}}, greatly increasing its effectiveness. Unlike the Frontier combo for Mage HNs, this is a standalone. When using {{#skill:5461}}, for 150 seconds, enables the use of {{#skill:6513}} and reduces the cooldown of {{#skill:5451}} by 0.2 seconds. Finally, because it is a Mace, and a cute one at that, its -10 ASPD penalty is also cute compared to Daggers and One-Handed Swords (-15 and -17 respectively). ADORABLE!
Try getting a very scary and intimidating-looking +10 {{#item:590081}}, preferably with Non-Crit Physical Damage modifiers and reform it, to something that is literally a cheap plastic pumpkin with a cheap paraffin candle inside nailed to a wooden handle that can be bought at a thrift store. How something so cheap and fragile-looking is actually indestructible and can easily eliminate angry homonculi with zero cells with the right hands is a mystery.
|-
|-
|{{#Skill:85}}
|{{#item:460020}}
|10
|Shield
|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.  
|[[Alice Twisted Madness]]
|The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 for the big CRIT bonus.
|-
|-
|{{#Skill:90}}
|{{#item:460040}}
|3
|Shield
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|Episode 20
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of {{#item:300465}}'s bonuses. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|-
|{{#Skill:91}}
|{{#item:480349}}
|1-5
|Garment
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|[[Garden of Time]] - [[Divine Beast's Cloak: Summer]]
|Best-in-slot Garment for DBB, becoming even stronger when all the stars align. See the {{#item:450169}} above for more info.
|-
|-
|{{#Skill:92}}
|{{#item:480352}}
|5
|Garment
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|[[Garden of Time]] - [[Divine Beast's Cloak: Winter]]
|Best-in-slot Garment for MSB, becoming even stronger when all the stars align. See the {{#item:450172}} above for more info.
|-
|-
|{{#Skill:66}}
|{{#item:470174}}
|Optional
|Footgear
|Provides additional Weapon ATK and MATK to you and the whole party.
|[[Varmundt's Biosphere]]
|This and the Yorscalp Boots below are tied for 2nd best in slot.
|-
|-
|{{#Skill:74}}
|{{#item:470303}}
|5
|Footgear
|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.
|[[21 Age of Heroes]]
|This and the Glade Rune Boots below are tied for 2nd best in slot.
|-
|-
|{{#Skill:248}}
|{{#item:470335}}
|Optional
|Footgear
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|[[Chapter 1]]
|Boosts melee physical power at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you have more than enough CRIT and CRIT DMG, pick this one. Best for DBB builds.
|-
|-
|{{#Skill:249}}
|{{#item:470339}}
|Optional
|Footgear
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|[[Chapter 1]]
|Boosts physical power and CRIT at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you need more CRIT and CRIT DMG, pick this one. Best for MSB builds.
|-
|-
|{{#Skill:5076}}
|{{#item:490132}}
|1
|Accessory (Right)
|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.
|[[Constellation Tower]]
|The best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening RNG.
|-
|-
|{{#Skill:5075}}
|{{#item:490483}}
|Optional
|Accessory (Left)
|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.
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480349}}.
|-
|-
|{{#Skill:5077}}
|{{#item:490135}}
|5
|Accessory (Right)
|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.
|[[Constellation Tower]]
|The best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening RNG.
|-
|-
|}
|{{#item:490486}}
|}
|Accessory (Left)
 
|[[Garden of Time]] - [[Circulation of Life Accessories]]
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.
|The other best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480352}}.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black; width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|-
|-
|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%"
|???
! style=" width: 15% " | Skill
|???
! style=" width: 5% " | Level
|???
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Shadow Equipment'''
|-
|-
|{{#Skill:9}}
|'''Beginner Shadow Gear'''
|10
|Shadow Gear Set
|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.
|@go eden, Lucy
|Starter shadow set
|-
|-
|{{#Skill:28}}
|'''Advanced Shadow Gear'''
|10
|Shadow Gear Set
|Mainly for self-healing. Also helpful in healing teammates.
|@go eden, Lucy
|Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 {{#item:25223}} per week or 30 {{#item:25223}} per piece, 80 {{#item:25223}} for the class-specific weapon.
|-
|-
|{{#Skill:29}}
|{{#item:24679}}<br>{{#item:24680}}
|10
|Shadow Armor, Shadow Shoes
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|[[Shadow Gear]]
|Shadow armor and shoes that increase physical damage while preventing knockback.
|-
|-
|{{#Skill:22}}
|{{#item:24386}}
|5
|Shadow Weapon
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|[[Shadow Gear]]
|Nullifies weapon size penalty. If you have a {{#item:9193}}, you can switch this for something else.
|-
|-
|{{#Skill:34}}
|{{#item:24686}}
|10
|Shadow Weapon
|Grants STR, INT and DEX bonuses. Very useful buff.
|[[Shadow Gear]]
|At +10, adds the a small chance to absorb HP and SP. Increases survivability.
|-
|-
|{{#Skill:24}}
|{{#item:24685}}
|1
|Shadow Shield
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|[[Shadow Gear]]
|At +10, adds the a small chance to absorb HP and SP. Increases survivability.
|-
|-
|{{#Skill:26}}
|{{#item:24767}}
|1
|Shadow Shield
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|[[Shadow Gear]]
|Increases CRIT, CRIT DMG, ASPD, and C.Rate. If you focus on MSB, have more than enough leech or survivability and want more power, go for this one.
|-
|-
|{{#Skill:12}}
|{{#item:24661}}<br>{{#item:24662}}
|Optional
|Shadow Ring, Shadow Earring
|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!
|[[Shadow Gear]]
|Provides full DEF penetration when both pieces are +9 and above.
|-
|-
|{{#Skill:43}}
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|10
|Shadow Gear Set
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|[[Shadow Gear]]
|Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and POW.
|-
|-
|{{#Skill:44}}
|{{#item:24793}}<br>{{#item:24801}}<br>{{#item:1270089}}<br>{{#item:1270090}}<br>
|1
|Shadow Gear Set
|Prerequisite for Attention Concentrate.
|[[Shadow Gear]]
|An improved version of the Master Shadow Set, tailored for Melee Hyper Novices. Enchant with the spell of your choosing and POW .
|-
|-
|{{#Skill:45}}
|}
|10
|}
|Your main source of DEX and AGI. Max this one for reduced cast times.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice'''
! style="background-color:#880808; color:white; width: 100% " |Quality of Life Equipment
|-
|-
|{{#Skill:66}}
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
|Optional
<gallery>
|Provides additional ATK and MATK to you and the whole party.
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
|-
|{{#Skill:74}}
| style="background-color: #880808; color:white; text-align: center;" colspan="4" | Life of Quality Equipment
|Optional
{| class="wikitable" width="100%"
|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.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#Skill:248}}
|{{#item:19204}}
|Optional
|Upper Headgear
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|[[Hugel Race]], Base Level 100
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear.
|-
|-
|{{#Skill:249}}
|{{#item:19154}}
|Optional
|Lower Headgear
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|{{#item:23135}}
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
|-
|-
|{{#Skill:5076}}
|{{#item:28900}}
|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.
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions.
|-
|-
|{{#Skill:5075}}
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|5
|Garment <s>of {{#skill:1013}}</s>
|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.
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!'''
|-
|-
|{{#Skill:5077}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|5
|Garment
|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.
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|-
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|{{#Skill:108}}
|1
|Requires level 1 {{#skill:105 |Hilt Binding}} and level 1 {{#skill:107 |Weapon 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.
=== Cards and Pets ===


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#880808; color:White;  width: 100% " |'''Cards and Costume Stones'''
|-
|
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 20% " | Card
! style=" width: 5% " | Level
! style=" width: 10% " | Slot
! style=" width: 90% " | Notes
! style=" width: 80% " | Notes
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice'''
|{{#item:300150}}<br>{{#item:4524}}
|Headgear
|Early to mid game cards that boost ATK. Place {{#item:4524}} at slotted mid headgears.
|-
|-
|{{#Skill:248}}
|{{#item:300459}}
|7 or 9
|Headgear
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|Best paired with {{#item:300461}}.
|-
|-
|{{#Skill:5455}}
|{{#item:300360}}
|5 or 8
|Headgear
|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.
|Best card for Physical Damage at the cost of increased SP cost. Best placed in +11 Headgears.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
|-
|-
|{{#Skill:5456}}
|{{#item:300456}}
|9
|Headgear
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|Use if more ACD is needed. Can be placed in slotted mid headgears, but is best in upper headgears. Can be paired with {{#item:300455}}
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Very short Aftercast Delay
|-
|-
|{{#Skill:5457}}
|{{#item:27396}}
|10
|Headgear
|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.
|Use if more ACD is needed.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
|-
|-
|{{#Skill:5458}}
|{{#item:4241}}
|5 or 10
|Headgear
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.
|Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really <s>kuripot</s> stingy with zeny and refuse to buy SP-recovering stuff, like me.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Short-ish Aftercast Delay
|-
|-
|{{#Skill:5459}}
|{{#item:4393}}
|7
|Armor
|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.
|Best paired with {{#item:300271}}{{#item:300271}}{{#item:300271}} :3 for significantly increased Melee damage.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
|-
|-
|{{#Skill:5460}}
|{{#item:300362}}
|5
|Armor
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
|Increases Physical Damage. When paired with {{#item:300360}}, ATK +10%.
Fixed Cast Time: 1 seconds<br>
Skill cooldown: 0.3 seconds<br>
Short Aftercast Delay
|-
|-
|{{#Skill:5462}}
|{{#item:300376}}
|Optional
|Armor
|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.
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|-
|-
|}
|{{#item:300524}}
|}
|Armor
 
|Significantly increases Melee Damage when paired with {{#item:300515}} but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you can find a way to increase CRIT rate, it's the best for MSB.
===Equipment===
 
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Fire Ball
|{{#item:300523}}
|Armor
|Increases CRIT and and CRIT DMG, especially at higher refines.
|-
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|{{#item:300646}}
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Armor
|Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Equipment
|{{#item:300665}}
|Armor
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 {{#skill:5505}})
|-
|-
|
|{{#item:300533}}
|Armor
|A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:4608}}
{| class="wikitable" width="100%"
|Weapon
! style=" width: 20% " | Item
|Boosts damage against Medium and Large monsters. Pair it with {{#item:4609}}
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|'''Paradise Set'''
|{{#item:27361}}
|Chest
|Weapon
|[[Beginners Guide|Eden Academy]], Base Level 100
|Boosts damage against Medium and Large monsters. That's about it.
|'''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:5119}}
|{{#item:300455}}
|Upper Headgear
|Weapon
|Lighthalzen Armory (unslotted)
|Boosts damage against Small and Medium monsters. Can be paired with {{#item:300457}}.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:18776}}
|{{#item:300461}}
|Upper Headgear
|Weapon
|Toad
|Increases Melee Damage, even moreso when paired with {{#item:300459}}
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:2340}}
|{{#item:300240}}
|Armor
|Weapon
|Yuno - King's Shop
|Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|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:15012}}
|{{#item:300659}}
|Armor
|Weapon
|Orc Lady
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:2355}}
|{{#item:300661}}
|Armor
|Weapon
|Eclipse
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|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:27356}}
|Shield
|The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|{{#item:4609}}
|Shield
|Best paired with {{#item:4608}}. Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
|-
|{{#item:4413}}
|Shield
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|-
|-
|{{#item:2113}}
|{{#item:300379}}
|Shield
|Shield
|Lighthalzen Armory
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item:2183}}
|{{#item:300465}}
|Shield
|Shield
|Mastering
|Probably the best-in-slot shield card? Provides decent damage reduction while increasing offensive power at the same time. That LUK -25 though...
|Part of the Angel's Set.
|-
|{{#item:27176}}
|Garment
|A decent garment card, good for early-mid game. ATK +3 and ASPD +1% for every 10 base STR. If base STR is 120 and above, ATK +40.
|-
|{{#item:300261}}
|Garment
|Provides CRIT every 10 Base LUK and an extra 30% CRIT DMG if Base LUK is 125. If CRIT is a problem, you can use this in the meantime.
|-
|{{#item:300271}}<br>
{{#item:300271}}<br>
{{#item:300271}}
|Garment
|When paired with a {{#item:4393}} card at level 200+ and with at least 120 Base STR, Melee Physical Damage is increased.
|-
|-
|{{#item:2512}}
|{{#item:300515}}
|Garment
|Garment
|Lighthalzen Armory
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}} but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you find ways to further increase your CRIT rate, this is the best for MSB.
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20710}}
|{{#item:300644}}
|Garment
|Garment
|Vagabond Wolf
|Greatly raises Melee Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:2416}}
|{{#item:300144}}
|Footgear
|Footgear
|Lighthalzen Armory
|Increases ATK. When paired with {{#item:300150}}, increases CRIT DMG. Good early-mid game card.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22015}}
|{{#item:300177}}
|Footgear
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|{{#item:300457}}
|Footgear
|Complements the {{#item:300455}} quite nicely. Good for DBB builds.
|-
|{{#item:300380}}
|Footgear
|Footgear
|Vocal
|A two-way tie for the best-in-slot footgear card for MSB, but requires a +12 Level 2 Footgear to bring out its full potential.
|Part of the Angel's Set. HP +100.
|-
|{{#item:300557}}
|Footgear
|A two-way tie for the best-in-slot footgear card for MSB, providing almost identical damage to {{#item:300380}}, dealing either 0.5% more or less damage at +12.  
While {{#item:300380}} is on your main footgear, this card can be in your drop rate footgear, like {{#item:22055}}, preferably +12.
|-
|{{#item:300223}}<br>{{#item:300220}}
|Accessory
|These two cards boost Melee damage.
|-
|{{#item:300365}}<br>{{#item:300367}}
|Accessory
|These two cards boost Melee damage and reduces VCT.
|-
|{{#item:300526}}
{{#item:300527}}
|Accessory
|These cards increase CRIT RATE while also reducing VCT.  
|-
|-
|{{#item:2628}}
|{{#item:300278}}
|Accessory
|Accessory
|Izlude Armor Dealer
|CRIT DMG +15%. Good for MSB.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2607}}
|{{#item:300366}}<br>{{#item:300367}}
|Accessory
|Accessory
|Dragon Fly
|These two cards boost CRIT RATE, CRIT DMG, and C.RATE.
|Gives 10SP.
|-
|{{#item:25710}}<br>{{#item:1001328}}<br>{{#item:25492}}<br>{{#item:1001326}}
|Costume stone combo
|This combination of Costume Stones are good from early-mid game, especially in the ESN phase. Enables the use of {{#skill:2005}} and {{#skill:2038}}.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item:1002281}}<br>{{#item:1002282}}<br>{{#item:1002283}}<br>{{#item:1002284}}
|Costume stone combo
|The best Costume Stone combo. Boosts both DBB and MSB damage. However, {{#item:1002282}} by itself boosts Magic Element Damage. It can be replaced by {{#item:1001328}} if you focus on DBB - exchange 10% MSB damage for 10% Melee Physical Damage.
|-
|-
|'''Advanced Paradise Set'''
|{{#item:1001055}}<br>{{#item:1000676}}<br>{{#item:1000524}}<br>{{#item:1000855}}<br>{{#item:1000526}}<br>{{#item:1000525}}
|Chest
|Garment Dual Costume Stones
|[[Beginners Guide|Eden Academy]], Base Level 100
|Choose one of these six Dual Stones depending on your needs.
|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:450122}}
|}
|}


{{#item:470017}}
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#880808; color:White;  width: 100% " |Pets
|-
|The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.


{{#item:480014}}
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
 
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
{{#item:490015}}
*{{#item:9055}}: Add a 3% chance to drain HP based on 5% of the damage dealt.
|Equipment Set
*{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal
|10 {{#item:6919}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
*{{#item:9126}}: ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|-
|{{#item:450124|Imperial Super Novice Robe}}
|}
 
=== Tips and Tricks ===


{{#item:470019|Imperial Magic Boots}}
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#880808; color:White;  width: 100% " |Strategy (WIP)
|-
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.


{{#item:480017|Imperial Magic Manteau}}


{{Item List|id=490018|Imperial Magic Ring}}
<u>Super Novice:</u>
|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}}
*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.


{{#item:480019}}
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, I also get writer's block!
 
 
<u>Hyper Novice</u>
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.


{{#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:550044}}
|Rod
|[[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:5897}}
|}
|Upper Headgear
 
|[[Cash Shop]]
<!--- 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  --->
|A good mid game headgear that provides a lot of bonuses.
 
== Ranged Physical ==
[[File:PhysHN .jpg|thumb|Ranged build Hyper Novice doing something]]
[[File:PhysHN .jpg|thumb|Placeholder ranged screenshot]]
 
'''For more info on Ranged Build Hyper Novices, please consult [[File:PandaAdmireWizardPNG.png|40x40px]] Master Gao [[File:PandaAdmireWizardPNGmirror.png|40x40px]] if he's online.'''
 
The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
 
{{#skill:5453}} will be shortened to SCR<br>
{{#skill:5454}} will be shortened to SPM<br>
For maximum spamming power, reduce VCT and FCT to 0, have at least 30% ACD reduction and 175+ ASPD.
=== Stats and Traits ===
 
{| 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
|-
|-
|{{#item:15068}}
|STR
|Armor
|100-120
|Reno (@go 36), 20 Pure Energy Crystals
|Main stat. Increases ATK and carrying capacity.
|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:1680}}
|AGI
|Rod
|60-100
|Bathory, Laurell Weinder
|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.
|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:2113}}
|VIT
|Shield
|70-80
|Lighthalzen Armory
|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.
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item20718}}
|INT
|Garment
|70-80
|[[Faceworm's Nest]]
|Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
|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:22008}}
|DEX
|Footgear
|120
|[[Old Glast Heim]]
|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.
[[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:2924}}
|LUK
|Accessory
|60-80
|Eclage Glove Seller (10 Splendide Coins)
|Increases Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage. Try to get 100 total LUK for full immunity against Curse.
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|-
|-
|{{#item:2898}}
|}
|Accessory
 
|Nightmare Wraith Dead
{| class="wikitable"
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
! style="text-align: center; font-weight: bold; width: 100px" | Trait
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|POW
|110
|Primary trait. Max this for the highest possible damage.
|-
|STA
|0-72
|If more RES is needed and there are still some points to spare, grab a few points here.
|-
|WIS
|0-72
|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 "Shield Chain Rush !!" 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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
|CON
|110
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
|-
|-
|{{#item:19428}}
|CRT
|0 or 72
|Not needed because SCR and SPM don't CRIT. But if you want extra {{#skill:28}} power, some CRT isn't too bad I guess...
|-
|}


{{#item:20948}}
=== Skills ===


{{#item:32239}}
{| 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.
|-
|-
|{{#item:18848|Vibrant Rose }}
! style="background-color:#9BDE9B; width: 100% " | Skills: Super Novice (45-99)
|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.
|-
|-
|{{#item:18874}}
|
|Mid Headgear
[[File:HN Phys SN Tree 1.png|thumb|left|900x900px|Skillset overview from level 45-99.]]
|Owl Viscount, Owl Marquees
<!--[[File:HN Phys SN Tree.png|thumb|left|900x900px|Skillset overview from level 45-99. There are two ways to deal damage - Bashing or Autoattacking with the help of Double Attack.]] -->
|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 }}.
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
| style="background-color: #9BDE9B; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|{{#item:15377}}
|{{#skill:48}}
|Armor
|10
|[[Illusion]]
|Adds a chance to double attack while autoattacking. At level 10, add a 70% chance to double attack while increasing Hit by 10%. Critical hits can double attack too. If you run out of SP, at least you can still deal decent damage.<br>
|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.
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a {{#item:4117}}, enabling Double Attack on any weapon.
|-
|-
|{{#item:550044}}
|{{#skill:5}}
|Rod
|10
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|A simple physical skill that makes you bash enemies real hard. Has an accuracy bonus, making hits easier to land on high Flee targets. Sadly, because Super Novices can't learn {{#skill:145}}, it can never stun above level 5...
|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:1680}}
|{{#skill:7}}
|Rod
|10
|[[Illusion]]
|A small fire-element physical explosion in a 5x5 area around you. Gain 20% Fire Property damage bonus for 10 seconds. This is the only Physical AoE (area of effect) skill you have.
|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:550080}}
|{{#skill:50}}
|Rod
|5
|[[Ancient Hero]]
|Steal items from one target. Prerequisite for Hiding.
|A really good rod which gives a boost to MATK, especially at high refines. If it is still too difficult to obtain, the Paradise Super Novice Wand will suffice.
|-
|-
|{{#item:550030}}
|{{#skill:51}}
|Rod
|1
|[[Illusion of Twins]]
|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.
|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.
|-
|-
|{{#item:2113}}
|{{#skill:28}}
|Shield
|3+
|Lighthalzen Armory
|Mainly for self-healing purposes. It's better to use potions because SP is in limited supply.
|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.
|-
|-
|{{#item:28942|Cursed Knight's Shield  }}
|{{#skill:29}}
|Shield
|10
|Cash Shop
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
|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.
 
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
|-
|-
|{{#item:460018}}
|{{#skill:31}}
|Shield
|1
|[[Illusion of Twins]]
|Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 666z (lulwut) per Holy Water bottle.
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|-
|-
|{{#item:20934}}
|{{#skill:34}}
|Garment
|10
|[[Illusion]]
|Makes you hit harder and more accurately. Optional.
|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}}
|{{#skill:9}}
|Footgear
|Optional
|[[Illusion]]
|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.
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|{{#item:42209}}
|Accessory
|[[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.
|-
|{{#item:42210}}
|Accessory
|[[Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{#item:39546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
|-
|{{#skill:45}}
|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.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|{{#skill:24}}
|1
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|{{#item:19428}}
|{{#skill:26}}
{{#item:20948}}
|1
{{#item:32239}}
|Save the weight, money, inventory space,<!--oxford comma because why not lelel--> and grind for items that enable it!
{{#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}}
|-
|-
|{{#item:34279|Antiquity Cap EVT }}
|}
{{#item:34282|Ceremonial Crown EVT  }}<br>
|}
{{#item:34283|Celestial Coronet EVT  }}
 
|Upper Headgear
Once you're an Expanded Super Novice (ESN), get {{#skill:214}} (17 skill points) then reskill.
|[[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.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:18849|Celine Ribbon }}
! style="background-color:#9BDE9B; width: 100% " | Skills: Expanded Super Novice (99-200)
|Upper Headgear
|[[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.
|-
|-
|{{#item:410080|Deep Blue Sunglasses }}
|[[File:ESN SN skill tree.png|thumb|left|900x900px|Bash, Double Attack and Magnum Break are gone because Raid will be the new main damage skill.]]
|Middle Headgear
[[File:ESN ESN skill tree.png|thumb|left|900x900px|Raid is the main focus.]]
|
{| class="wikitable" width="100%"
|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.
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:400002|Victory Wing Ears }}
| style="background-color: #9BDE9B; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|Middle Headgear
|
|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.
|-
|-
|{{#item:32200|Rosary in Mouth}}
|{{#skill:210}}
|Lower Headgear
|4
|[[Custom Headgear Quests]]
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|{{#skill:213}}
|2
|Moving while hiding makes escaping or positioning for a raid easier.
|-
|-
|{{#item:32201|Magical Rosary in Mouth}}
|{{#skill:211}}
|Lower Headgear
|4
|[[Headgear Awakening]]
|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.
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|-
|{{#item:450128|Automatic Armor B-type}}
|{{#skill:212}}
|Armor
|2
|[[Sage's Legacy]]
|Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got backstabbed.
|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:26162|Welding Wand |slots=2}}
|{{#skill:214}}
|Rod
|5
|[[Einbech Dungeon 3]]
|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.
|'''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.
The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's [[Patcher#Turbo_Setup|Turbo]] makes this significantly easier. Set Raid to TurboKeys and place {{#skill:51}} right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
|-
|-
|{{#item:550030|slots=2|Illusion Thorn Staff of Darkness}}
|{{#skill:66}}
|Rod
|3-5
|[[Illusion of Twins]]
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|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.
|-
|-
|{{#item:550057|Fortified Rod|slots=2}}
|{{#skill:68}}
|Rod
|1-5
|[[Amicitia Dungeon]]
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|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.
|-
|-
|{{#item:1680|Rutilus Stick-OS |slots=2 }}
|{{#skill:138}}
|Rod
|7-9
|[[Illusion]]
|Endows a target's weapon with the Poison property. Good against Earth, Wind, Water, and Fire enemies or in maps with a lot of them.
|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.
|-
|-
|{{#item:550069}}
|{{#skill:5075}}
|Rod
|5
|[[Issgard]]
|More HP, SP and received healing is always better. Max this.
|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:28946|Purified Knight's Shield  }}
|{{#skill:5076}}
|Shield
|Optional
|Cash Shop
|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.
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
|-
|-
|{{#item:460018|Illusion Silver Guard }}
|{{#skill:5077}}
|Shield
|5
|[[Illusion of Twins]]
|More HP, SP and healing power is always welcome.
|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:480021|Automatic Engine Wing B-type}}
|}
|Garment
|}
|[[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)}}.
Once you're a Hyper Novice (HN), Max {{#skill:5453}} (15 skill points) then reskill.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:470023|Automatic Leg B-type}}
! style="background-color:#9BDE9B; width: 100% " | Skills: Hyper Novice - Ranged
|Footgear
|[[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)}}.
|-
|-
|{{#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: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.
[[File:HN SN Skill Tree.png|thumb|left|900x900px]]
[[File:HN ESN Skill Tree.png|thumb|left|900x900px]]
[[File:HN HN Skill Tree Ranged.png|thumb|left|900x900px]]
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:490026|Automatic Battle Chip R }}
| style="background-color: #9BDE9B; text-align: center;" colspan="4" | '''Hyper Novice'''
|Accessory
|[[Sage's Legacy]]
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|-
|{{#item:490027|Automatic Battle Chip L }}
|{{#skill:5449}}
|Accessory
|5-10
|[[Sage's Legacy]]
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|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:24318|Super Novice Shadow Shield }}
|{{#skill:5451}}
|Shadow Gear
|9
|[[High Rank Shadow Gear]]
|A powerful melee skill that deals damage in a 9x9 area around the target and knocks them back slightly. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage.
|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.
|-
|-
|{{#item:24282|Super Novice Shadow Gauntlet }}
|{{#skill:5452}}
|Shadow Gear
|9
|[[High Rank Shadow Gear]]
|A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Damage doubles when the enemy has below 50% HP.
|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:5453}}
|10
|A spammable ranged physical attack which hits enemies in a 9x9 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice 240-260'''
|{{#skill:5454}}
|10
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|-
|-
|{{#item:400246|EVT Bacsojin Hat-LT }}
|{{#skill:5461}}
|Upper Headgear
|1
|[[Endeavor Token]] - EVT Refine Hammer
|Significantly increases the damage of all skills in the Physical tree.
|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:400154|Survival Circlet-LT }}
|{{#skill:5450}}
|[[Sunken Sands]]
|5
|Upper Headgear
|Prerequisite for Overcoming Crisis.
|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.
|-
|-
|{{#item:400111}}
|{{#Skill:5505}}
|Upper Headgear
|5
|Somewhere in jupe_2
|Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK, and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate, but use it wisely - Physical Hyper Novices will have a harder time earning AP because none of the skills are ground-targeted or self-cast. Max this skill and leave the melee skills at a decent level 9.
|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.
|-
|-
|{{#item:410080|Deep Blue Sunglasses }}
|}
|Middle Headgear
|}
|
 
|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.
=== Equipment ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:400002|Victory Wing Ears }}
! style="background-color:#98DE9B;  width: 100% " |Equipment
|Middle Headgear
|
|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.
|-
|-
|{{#item:410017|Battle Processor }}
|<!---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!'''--->
|Middle Headgear
 
|
{| class="wikitable" width="100%"
|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.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:32200|Rosary in Mouth}}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
|Lower Headgear
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|-
|{{#item:32201|Magical Rosary in Mouth}}
|'''Paradise Set'''
|Lower Headgear
|Equipment Set
|[[Headgear Awakening]]
|[[Beginners Guide|Eden Academy]], Base Level 10
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
|-
|-
|{{#item:18536|Foxtail}}
|{{#item:5119}}
|Lower Headgear
|Upper Headgear
|[[Sunken Sands]]
|Lighthalzen Armory (unslotted)
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:420066|Survival Orb-LT}}
|{{#item:2340}}
|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.
|-
|{{#item:450128|Automatic Armor B-type}}
|Armor
|Armor
|[[Sage's Legacy]]
|Yuno - King's Shop
|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)}}.
|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:450178|Gray Wolf Robe}}
|{{#item:2113}}
|Armor
|Shield
|[[Direction of Prayer]]
|rowspan="3"| Lighthalzen Armory
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
|-
|-
|{{#item:450179|Celine's Dress}}
|{{#item:2512}}
|Armor
|Garment
|[[Nightmare Toy Factory]]
|Starter Garment - gives 10% Neutral resistance.
|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.
|-
|-
|{{#item:550082|Freedom Stick-LT|slots=2}}
|{{#item:2416}}
|Rod
|Footgear
|[[Ancient Hero]]
|Starter Shoes. Gives an HP boost.
|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}}
|-
|-
|{{#item:550062|Poenitentia Ferrum|slots=2}}
|{{#item:5125}}
|Rod
|Upper Headgear
|[[Tomb of Remorse]]
|Toad
|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.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:550089}}
|{{#item:15012}}
|Rod
|Armor
|[[Issgard]]
|Orc Lady
|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.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:28946|Purified Knight's Shield  }}
|{{#item:2355}}
|Shield
|Armor
|Cash Shop
|Eclipse
|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.
|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:460018|Illusion Silver Guard }}
|{{#item:2183}}
|Shield
|Shield
|[[Illusion of Twins]]
|Mastering
|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}}.
|Part of the Angel's Set.
|-
|-
|{{#item:20966|Temporal Int Manteau}}
|{{#item:20710}}
|Garment
|Garment
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
|Vagabond Wolf
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:480125|Convertible Magical Wing}}
|{{#item:22015}}
|Garment
|Footgear
|[[Sunken Sands]]
|Vocal
|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.
|Part of the Angel's Set. HP +100.
|-
|-
|{{#item:470094|Hero Boots-LT}}
|{{#item:2628}}
|Footgear
|rowspan="2"| Accessory
|
|Izlude Armor Dealer
|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.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:470204}}
|{{#item:2607}}
|Footgear
|Dragon Fly
|
|Gives 10SP.
|One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses. Climbing noises not included. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction.
|-
|-
|{{#item:470122}}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|Footgear
|
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
|-
|-
|{{#item:490052|Sinful Sapphire Ring }}
|'''Advanced Paradise Set'''
{{#item:490064|Brilliant Light Sapphire Ring }}
|rowspan="4"| Equipment Set
|Accessory (Right)
|[[Beginners Guide|Eden Academy]], Base Level 100
|[[Thanatos Tower]]
|Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for 15 {{#item:7200}} and 3 {{#item:1034}}, or by spending 10 {{#item:25223}} per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|{{#item:490053|Sinful Sapphire Necklace }}
|{{#item:450121}}
{{#item:490065|Brilliant Light Sapphire Necklace }}
 
|Accessory (Left)
{{#item:470016}}
|[[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:480012}}
 
{{#item:490014}}
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]]
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. They can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|-
|{{#item:490163|Hero's Badge }}
|{{#item:450123}}
|Accessory (Left)
 
|[[Sunken Sands]]
{{#item:470018}}
|It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
 
{{#item:480016}}
 
{{#item:490017}}
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]]
|Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129}}, at the cost of 10 {{#item:25155}} per piece, including the refine ticket.
|-
|{{#item:450125}}
 
{{#item:470020}}
 
{{#item:480018}}
 
{{#item:490019}}
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]]
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|-
|{{#item:5897}}
|Upper Headgear
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|-
|{{#item:510039}}
|Weapon
|[[Beginners Guide|Eden Academy]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:2980|Evil Gloves }}
|{{#item:2113}}
|Accessory
|Shield
|[[Horror Toy Factory]]
|Lighthalzen Armory
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}}
|Still a really good shield.
|-
|-
|{{#item:34697|Celine's Brooch }}
|{{#item:2921}}
|Accessory
|Accessory
|[[Nightmare Toy Factory]]
|Eclage Glove Seller (10 Splendide Coins)
|Part of the Celine set.
|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:24282|Super Novice Shadow Gauntlet }}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|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 {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF.
|-
|-
|{{#item:24616|Super Magic Shadow Shield }}
|{{#item:5897}}
|Shadow Gear
|Upper Headgear
|[[Faceworm's Nest]]
|[[Cash Shop]]
|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.
|A very good headgear that provides a lot of bonuses, especially at higher refines.
'''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:400049}}
|}
|Upper Headgear
 
|[[OS / OS-LT Headgears]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|Ranged bonus OS Headgear
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |Sample equipment builds (Coming soon!)
|{{#item: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 {{#item:6396|Spiritual Auger }}.
|-
|-
|
|{{#item:18754}}
|Lower Headgear
|[[Equipment Crafting]]
|Adds a chance to leech HP, but disables HP and SP regeneration in exchange.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:15376}}
{| class="wikitable" width="100%"
|Armor
! style=" width: 20% " | Item
|[[17.1 Illusion]]
! style=" width: 10% " | Type
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:34806|Adv. Eden Chest [Magical] |slots=0 }}
|{{#item:450127}}
|Chest
|Armor
|[[Beginners Guide|Eden Academy]], Base Level 100
|[[17.2 Sage Legacy]]
|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.
|An improved version of the Illusion Armor, it gives a sizeable increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item:510039}}
|Weapon
|[[Beginners Guide|Eden Academy]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
|-
|-
|{{#item:35109|Adv. Eden Chest [Magical] |slots=0 }}
|{{#item:500007}}
|Chest
|One-Handed Sword
|[[Beginners Guide|Eden Academy]], Base Level 100
|Broken Security Beta, Verporte
|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.
|If the Patent Blessed Knife is too expensive, then this is a really good choice. '''Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords on top of -10 ASPD from equipping a shield, it is highly recommended to refine this to +7 for the 20% ASPD boost.''' Very good for any physical build, whether it is spamming Raid or autoattacking.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''175-200'''
|{{#item:510071}}
|Dagger
|[[Ancient Hero]]
|This patented and blessed knife makes life a lot easier by enabling the use of Level 10 {{#skill:2284}} at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
|-
|-
|{{#item:5897|Ascendant Crown  }}
|{{#item:2113}}
|Upper Headgear
|Shield
|[[Cash Shop]]
|Lighthalzen Armory
|A good mid-late game headgear that provides a lot of bonuses.
|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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|Shield
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
[[File:SN Boots.png|40x40px]]
|A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too.
|-
|{{#item:460018}}
|Shield
|Illusion of Twins
|Reduces VCT and ACD. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
|-
|-
|{{#item:34279|Antiquity Cap EVT  }}
|{{#item:460017}}
{{#item:34282|Ceremonial Crown EVT }}<br>
|Shield
{{#item:34283|Celestial Coronet EVT }}
|Illusion of Twins
|Headgear
|Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
|[[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:20933}}
|}
|Garment
 
|[[17.1 Illusion]]
===Cards and Pets===
|Max HP +1000. Adds 100 HP every 2 refine rate.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:480020}}
|Garment
|[[17.2 Sage Legacy]]
|Improved version of the Illusion Engine Wing.
|-
|-
|
|{{#item:22196}}
{| class="wikitable" width="100%"
|Footgear
! style=" width: 20% " | Card
|[[17.1 Illusion]]
! style=" width: 10% " | Slot
|Max SP +200. Adds 20 SP every 2 refine rate.
! style=" width: 80% " | Notes
|-
|-
|{{#item:27310|Plaga }}
|{{#item:470022}}
{{#item:4600|Lichtern Green }} <br>
|Footgear
{{#item:4586|Tikbalang }} <br>
|[[17.2 Sage Legacy]]
{{#item:4597|Lichtern Blue }} <br>
|Improved version of the Illusion Leg.
{{#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:300251|Plagarion }}
|{{#item:32207}}
{{#item:300259|Fulgor }} <br>
|Accessory
{{#item:300255|Litus }} <br>
|[[Illusion]]
{{#item:300257|Vanilaqus }} <br>
|Grants ATK +5%.
{{#item:300256|Fillia }} <br>
|Headgear
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
*Plagarion: Neutral
*Fulgor: Earth
*Litus: Wind
*Vanilaqus: Water
*Fillia: Fire
|-
|-
|{{#item:27328|Corrupt Life }}
|{{#item:32208}}
|Headgear
|Accessory
|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.
|[[Illusion]]
|Grants ATK +5%.
|-
|-
|{{#item:27396|Isaac Wigner }}
|{{#item:490025}}
|Headgear
|Accessory
|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%.
|[[17.2 Sage Legacy]]
|An improved version of the Illusion Booster.
|-
|-
|{{#item:300174|Melted Poring }}
|{{#item:490024}}
|Headgear
|Accessory
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|[[17.2 Sage Legacy]]
|An improved version of the Illusion Booster.
|-
|-
|{{#item:4409|Agav }}
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|Armor
|MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
|-
|-
|{{#item:300308|Meyer Lugenburg }}
|{{#item:400264}}
|Armor
|Upper Headgear
|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.
|[[OS / OS-LT Headgears]]
|Upgraded versions of OS Headgear.
|-
|-
|{{#item:27114|Ominous Solider }}
|{{#item:410094}}
|Armor
|Middle Headgear
|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+.
|[[Niflheim]], random item from {{#item:41080}}
|Boosts all CRIT, Melee and Ranged Physical Damage. Comboes with {{#item:420076}}
|-
|-
|{{#item:300254|Amitera }}
|{{#item:420076}}
|Armor
|Lower Headgear
|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.
|[[Niflheim]], random item from {{#item:41080}}
|Boosts CRIT and CRIT DMG.
|-
|-
|{{#item:4023|Baby Desert Wolf }}
|{{#item:18754}}
|Armor
|Lower Headgear
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|
|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:27101|Sweet Nightmare }}
|{{#item:450177}}
|Armor
|Armor
|MATK +20. Uninterruptible casting outside of WoE.
|[[Gray Wolf Equipment]]
|An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
|-
|-
|{{#item:4392|Dame of Sentinel }}
|{{#item:450206}}
|Armor
|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.
|[[Issgard Equipment]]
|A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
|-
|-
|{{#item:27196|Nihil M. Heine }}
|{{#item:510039}}
|Weapon
|Dagger
|Early-mid game card that boosts damage against small monsters.
|[[Beginners Guide|Eden Academy]]
|If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
|-
|-
|{{#item:27289|Soul Fragment }}
|{{#item:510054}}
|Weapon
|Dagger
|Early-mid game card that boosts damage against Medium-sized monsters.
|[[Amicitia]]
|A level 5 weapon that boosts {{#skill:5451}} damage. Refine this to +8.
|-
|-
|{{#item:27286|Colorful Teddy Bear }}
|{{#item:500007}}
|Weapon
|One-Handed Sword
|Early-mid game card that boosts damage against Large monsters.
|Broken Security Beta, Verporte
|One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to <s>infinity</s> +11 and beyond.
|-
|-
|{{#item:4394|Lady Solace }}
|{{#item:500050}}
|Weapon
|One-Handed Sword
|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.
|[[Issgard Equipment]]
|Despite having no slots and losing the ability to use {{#skill:2284}}, this is the best weapon in this level range, especially when fully enchanted. This has better size modifiers but a worse -17 ASPD penalty.
|-
|-
|{{#item:27384|Mutated White Knight}}
|{{#item:510062}}
|Weapon
|Dagger
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|[[Issgard Equipment]]
|Despite having no slots and losing the ability to use {{#skill:2284}}, this is the best weapon in this level range, especially when fully enchanted. This has worse size modifiers but a better -15 ASPD penalty.
|-
|-
|{{#item:300114|Magic Poisoned Plaga}}
|{{#item:2113}}
{{#item:40140|Deep Sea Sropho}} <br>
|Shield
{{#item:40010|Arch Plasma}} <br>
|Lighthalzen Armory
{{#item:27324|Brinaranea}} <br>
|If a Glacier Guard or Mad Bunny are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
{{#item: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}}
|{{#item:460017}}
|Shield
|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.
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#item:27385|Mutated Khalitzburg}}
|{{#item:460018}}
|Shield
|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.
|[[Illusion of Twins]]
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
|-
|-
|{{#item:4413|Hodremlin }}
|{{#item:28946}}<br>[[Cursed Knight Shield]]
|Shield
|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.
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! '''MAMAU!!!!!!!''' (transforms into... something)
[[File:SN Boots.png|40x40px]]
|The upgraded form of {{#item:28942}} has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
|-
|{{#item:480091}}
|Garment
|[[Gray Wolf Equipment]]
|Improved version of the Illusion Engine Wing and Automatic Engine Wing.
|-
|-
|{{#item:27176|Marsh Arclouse }}
|{{#item:480159}}
|Garment
|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.
|[[Issgard Equipment]]
|Improved version of the Gray Wolf Muffler.
|-
|-
|{{#item:300123|Purple Pitaya }}
|{{#item:480124}}
{{#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
|Garment
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
|[[Convertible Wings]]
*Purple Pitaya: Neutral
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
*Arc Elder: Earth
*Deep Sea Phen: Wind
*Faceworm Larva: Water
*Nightmare Ancient Mummy: Fire
*Cave Flower (not implemented): Ghost
|-
|{{#item:300269|Eldest }}
|Garment
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|-
|{{#item:300273|Smile Giver}}
|Garment
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|-
|{{#item:300260|Napeo }}
|{{#item:470087}}
|Garment
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
|-
|{{#item:300424|Friedrich S. Heine }}
|Garment
|Currently the best in slot garment card. Best paired with the armor card {{#item:300308|Meyer Lugenburg }} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|-
|{{#item:27249|Arhi }}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|[[Gray Wolf Equipment]]
|Improved version of the Illusion Leg and Automatic Leg.
|-
|-
|{{#item:27249|Arhi }}
|{{#item:470115}}
|Footgear
|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]].
|[[Issgard Equipment]]
|Improved version of the Gray Boots.
|-
|-
|{{#item:4658|Nightmare Verit }}
|{{#item:470094|Hero Boots-LT}}
|Footgear
|Footgear
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|
|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:27255|Ordre }}
|{{#item:490044}}
|Footgear
{{#item:490056}}
|Good for Wind and Water focused builds.
|Accessory (Right)
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|-
|{{#item:27253|Geffen Shoplifter }}
|{{#item:490045}}
|Footgear
{{#item:490057}}
|Good for Fire focused builds.
|Accessory (Left)
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
|-
|{{#item:400109}}
|Upper Headgear
|[[Equipment Crafting]]
|Headgear good for increasing CRIT in exchange for slightly reduced HIT.
|-
|-
|{{#item:27250|Dio Anemos }}
|{{#item:400389}}
|Footgear
|Upper Headgear
|Good for Neutral and Earth focused builds.
|[[Good_and_Evil_Headgears]]
|Pairs with {{#item:500063}}
|-
|-
|{{#item:27179|Coyote }}
|{{#item:410080}}
|Footgear
|Middle Headgear
|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.
|[[Deep Blue Sunglasses]], @go 59, Cool Mechanic NPC just left of spawn
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get ATK enchants.
|-
|-
|{{#item:4077|Phen }}
|{{#item:400002}}
{{#item:4327|Bloody Butterfly }}
|Middle Headgear
|Accessory
|[[Amicitia]] (0.05%)
|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.
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get ATK enchants.
|-
|-
|{{#item:27026|Fire Condor }}
|{{#item:420066}}
|Accessory
|Lower Headgear
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|Rock Ridge
|Lower headgear that boosts magical damage while reducing variable casting time.
|-
|-
|{{#item:4577|Elvira }}
|{{#item:18754}}
{{#item:300222|Firewind Kite }} <br>
|Lower Headgear
{{#item:27125|Headless Mule }} <br>
|
{{#item:300364|Calmaring }} <br>
|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:27161|Mavka }} <br>
|-
{{#item:300216|Lava Toad }} <br>
|{{#item:450264}}
{{#item:300211|Crow Duke }} <br>
|Armor
{{#item:27262|Dwigh }} <br>
|[[20 The Immortal]]
{{#item:300218|Ashhopper }} <br>
|An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
{{#item:40000|Jewelry Ant }} <br>
|-
{{#item:300267|Crow Baron }} <br>
|{{#item:450270}}
{{#item:300268|Crow Duke }} <br>
|Armor
|Accessory
|[[20 The Immortal]]
|These cards boost elemental damage.
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
*Elvira: Wind and Ghost (20%)
|-
|{{#item:500063}}
|One-Handed Sword
|[[Brilliant_Light_Weapons]]
|Increases SCR and SPM damage. Pairs with {{#item:400389}}.
|-
|{{#item:500055}}
|One-Handed Sword
|[[Issgard Equipment]]
|Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has better size modifiers but a worse -17 ASPD penalty.
|-
|{{#item:510076}}
|Dagger
|[[Issgard Equipment]]
|Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has worse size modifiers but a better -15 ASPD penalty.
|-
|{{#item: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.
|-
|{{#item:460017}}
|Shield
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|{{#item:460018}}
|Shield
|Cash Shop
|Reduces VCT and ACD depending on refine rate. Its VCT and ACD reductions are still very useful for all builds.
|-
|{{#item:460040}}
|Shield
|Episode 20
|Easy to get and fully enchant - the rewards from [[20 The Immortal]] are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|{{#item:450266}}
|Garment
|[[20 The Immortal]]
|This CLOAK is adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the VCT boost. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:480283}}
|Garment
|[[20 The Immortal]]
|Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:470226}}
|Footgear
|[[Boots of Good and Evil]]
|Provides good Ranged Damage.
|-
|{{#item:470196}}
|Footgear
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|-
|{{#item:470197}}
|Footgear
|[[20 The Immortal]]
|Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:490302}}
|Accessory (Right)
|[[Varmundt's Biosphere]]
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|{{#item:490305}}
|Accessory (Left)
|[[Varmundt's Biosphere]]
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice (275+)'''
|-
|{{#item:400110}}
|Upper Headgear
|[[Equipment_Crafting#Pirate_Mayne_-_Pirate_Captain's_Coat,_Moan_of_Corruption,_Crown_of_Beelzebub,_Fish_Head_Hat|Equipment Crafting]]
|Gives a high amount of Ranged Physical Damage.
|-
|{{#item:400545}}
|Upper Headgear
|Depth 2
|Despite Ranged builds having no paired weapon, this is still the best in slot headgear if enchanted with {{#skill:314259}} or {{#skill:312739}}
|-
|{{#item:410233}}
|Middle Headgear
|[[Alice Twisted Madness]]
|Best in slot headgear and can be enchanted. If you have less than 40% ACD, get ACD enchants. If you already have 40% or more ACD, get Ranged Physical Damage.
|-
|{{#item:420220}}
|Lower Headgear
|[[Alice Twisted Madness]]
|Best in slot headgear for damage. Try getting STR, AGI or LUK, then Ranged Physical Damage.
|-
|{{#item:450283}}
|Armor
|[[Varmundt's Biosphere Depth]]
|The 2nd best-in-slot armor for will serve you well until all the stars align. Grants copious amounts of ATK and Ranged damage especially at higher grades and higher refines.
|-
|{{#item:450171}}
|Armor
|[[Constellation Tower]]
|Final enchant is {{#item:310682}}. The best-in-slot armor, especially if all the stars align. But once you obtain the following:
*{{#item:480350}} with the {{#item:313015}} enchant,
*{{#item:490134}} with {{#item:313028}},
*{{#item:490484}} with {{#item:312991}},
There will be a huge increase in power.
|-
|{{#item:500055}}
|One-Handed Sword
|[[Issgard Equipment]]
|There are no other weapons that are as strong as this one sadly, so you'll be forced to use this for quite some time. Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has better size modifiers but a worse -17 ASPD penalty.
|-
|{{#item:510076}}
|Dagger
|[[Issgard Equipment]]
|There are no other weapons that are as strong as this one sadly, so you'll be forced to use this for quite some time. Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two {{#item:311337}} for SCR, two {{#item:311338}} for SPM, or one of each for balance. This has worse size modifiers but a better -15 ASPD penalty.
|-
|{{#item:460020}}
|Shield
|[[Alice Twisted Madness]]
|The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 for the big CRIT bonus.
|-
|{{#item:460040}}
|Shield
|Episode 20
|The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of {{#item:300465}}'s bonuses. Recommended enchants are {{#item:312095}}, {{#item:312093}}, and {{#item:312090}}. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
|-
|{{#item:480350}}
|Garment
|[[Garden of Time]] - [[Divine Beast's Cloak: Summer]]
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450169}} above for more info.
|-
|{{#item:470174}}
|Footgear
|[[Varmundt's Biosphere]]
|This and the Yorscalp Boots below are tied for 3rd best in slot.
|-
|{{#item:470303}}
|Footgear
|[[21 Age of Heroes]]
|This and the Glade Rune Boots below are tied for 3rd best in slot.
|-
|{{#item:470336}}
|Footgear
|[[Chapter 1]]
|Boosts ranged physical power at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful.
|-
|{{#item:490134}}
|Accessory (Right)
|[[Constellation Tower]]
|The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG.
|-
|{{#item:490484}}
|Accessory (Left)
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480350}}.
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|-
|/wah
|Equipment
|Nothing yet...
|No new equipment for Ranged Hyper Novice yet. Sadge... T_T
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | '''Shadow Equipment'''
|-
|'''Beginner Shadow Gear'''
|Shadow Gear Set
|@go eden, Lucy
|Starter shadow set
|-
|'''Advanced Shadow Gear'''
|Shadow Gear Set
|@go eden, Lucy
|Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 {{#item:25223}} per week or 30 {{#item:25223}} per piece, 80 {{#item:25223}} for the class-specific weapon.
|-
|{{#item:24679}}<br>{{#item:24680}}
|Shadow Armor, Shadow Shoes
|[[Shadow Gear]]
|Shadow armor and shoes that increase physical damage while preventing knockback.
|-
|{{#item:24386}}
|Shadow Weapon
|[[Shadow Gear]]
|Nullifies weapon size penalty. If you have a {{#item:9193}}, you can switch this for something else.
|-
|{{#item:24686}}
|Shadow Weapon
|[[Shadow Gear]]
|At +10, adds the a small chance to absorb HP and SP. Increases survivability.
|-
|{{#item:24685}}
|Shadow Shield
|[[Shadow Gear]]
|At +10, adds the a small chance to absorb HP and SP. Increases survivability.
|-
|{{#item:24767}}
|Shadow Shield
|[[Shadow Gear]]
|Increases CRIT, CRIT DMG, ASPD, and C.Rate. If you focus on MSB, have more than enough leech or survivability and want more power, go for this one.
|-
|{{#item:24661}}<br>{{#item:24662}}
|Shadow Ring, Shadow Earring
|[[Shadow Gear]]
|Provides full DEF penetration when both pieces are +9 and above.
|-
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|Shadow Gear Set
|[[Shadow Gear]]
|Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and POW.
|-
|{{#item:24793}}<br>{{#item:24801}}<br>{{#item:1270087}}<br>{{#item:1270088}}<br>
|Shadow Gear Set
|[[Shadow Gear]]
|An improved version of the Master Shadow Set, tailored for Ranged Hyper Novices. Enchant with the spell of your choosing and POW .
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#98DE9B; width: 100% " |Quality of Life Equipment
|-
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
<gallery>
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
| style="background-color: #98DE9B; text-align: center;" colspan="4" | Life of Quality Equipment
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|{{#item:19204}}
|Upper Headgear
|[[Hugel Race]], Base Level 100
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear.
|-
|{{#item:19154}}
|Lower Headgear
|{{#item:23135}}
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
|-
|{{#item:28900}}
|Shield
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions.
|-
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Garment <s>of {{#skill:1013}}</s>
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!'''
|-
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|Garment
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|-
|}
|}
 
=== Cards and Pets ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#98DE9B; width: 100% " |'''Cards and Costume Stones'''
|-
|
{| class="wikitable" width="100%"
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|{{#item:300150}}<br>{{#item:4524}}
|Headgear
|Early to mid game cards that boost ATK. Place {{#item:4524}} at slotted mid headgears.
|-
|{{#item:300459}}
|Headgear
|Best paired with {{#item:300466}}.
|-
|{{#item:300363}}
|Headgear
|Best card for Physical Damage at the cost of increased SP cost. Best placed in +11 Headgears.
|-
|{{#item:300456}}
|Headgear
|Use if more ACD is needed. Can be placed in slotted mid headgears, but is best in upper headgears. Can be paired with {{#item:300455}}
|-
|{{#item:27396}}
|Headgear
|Use if more ACD is needed.
|-
|{{#item:4241}}
|Headgear
|Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really <s>kuripot</s> stingy with zeny and refuse to buy SP-recovering stuff, like me.
|-
|{{#item:4392}}
|Armor
|Best paired with {{#item:300270}} for significantly increased Ranged damage.
|-
|{{#item:300381}}
|Armor
|Increases Physical Damage. When paired with {{#item:300360}}, ATK +10%.
|-
|{{#item:300376}}
|Armor
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|-
|{{#item:300524}}
|Armor
|Significantly increases Ranged Damage when paired with {{#item:300515}}.
|-
|{{#item:300646}}
|Armor
|Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|{{#item:300665}}
|Armor
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 {{#skill:5505}})
|-
|{{#item:300533}}
|Armor
|A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
|-
|{{#item:4608}}
|Weapon
|Boosts damage against Medium and Large monsters. Pair it with {{#item:4609}}
|-
|{{#item:27361}}
|Weapon
|Boosts damage against Medium and Large monsters. That's about it.
|-
|{{#item:300455}}
|Weapon
|Boosts damage against Small and Medium monsters. Can be paired with {{#item:300457}}.
|-
|{{#item:300466}}
|Weapon
|Increases Ranged Damage, even moreso when paired with {{#item:300459}}
|-
|{{#item:300240}}
|Weapon
|Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}.
|-
|{{#item:300659}}
|Weapon
|One of the best cards for Ranged Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|-
|{{#item:300661}}
|Weapon
|One of the best cards for Ranged Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|-
|{{#item:27356}}
|Shield
|The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|{{#item:4609}}
|Shield
|Best paired with {{#item:4608}}. Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
|-
|{{#item:4413}}
|Shield
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|-
|{{#item:300379}}
|Shield
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|{{#item:300465}}
|Shield
|Probably the best-in-slot shield card? Provides decent damage reduction while increasing offensive power at the same time. That LUK -25 though...
|-
|{{#item:27176}}
|Garment
|A decent garment card, good for early-mid game. ATK +3 and ASPD +1% for every 10 base STR. If base STR is 120 and above, ATK +40.
|-
|{{#item:300270}}
|Garment
|When paired with a {{#item:4392}} card at level 200+ and with at least 120 Base DEX, Ranged Physical Damage is increased.
|-
|{{#item:300517}}
|Garment
|Significantly increases Ranged Physical Damage, especially when paired with {{#item:300524}}.
|-
|{{#item:300644}}
|Garment
|Greatly raises Ranged Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|-
|{{#item:300144}}
|Footgear
|Increases ATK. When paired with {{#item:300150}}, increases CRIT DMG. Good early-mid game card.
|-
|{{#item:300177}}
|Footgear
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|{{#item:300457}}
|Footgear
|Complements the {{#item:300455}} quite nicely.
|-
|{{#item:300468}}
|Accessory
|Boosts Ranged damage.
|-
|{{#item:300651}}
|Accessory
|Boosts Ranged damage and reduces VCT.
|-
|{{#item:300447}}<br>{{#item:300449}}
|Accessory
|These two cards boost Ranged damage.
|-
|{{#item:25710}}<br>{{#item:1001328}}<br>{{#item:25492}}<br>{{#item:1001326}}
|Costume stone combo
|This combination of Costume Stones are good from early-mid game, especially in the ESN phase. Enables the use of {{#skill:2005}} and {{#skill:2038}}.
|-
|{{#item:1002281}}<br>{{#item:1002282}}<br>{{#item:1002283}}<br>{{#item:1001326}}
|Costume stone combo
|Increases Ranged Damage while also boosting a bit of DEF and MDEF. There are no Super and Hyper Novices stones tailored for Ranged Builds sadly...
|-
|{{#item:1001055}}<br>{{#item:1000523}}<br>{{#item:1000855}}<br>{{#item:1000526}}<br>{{#item:1000525}}
|Garment Dual Costume Stones
|Choose one of these five Dual Stones depending on your needs.
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#98DE9B; width: 100% " |Pets
|-
|The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
 
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
*{{#item:9055}}: Add a 3% chance to drain HP based on 5% of the damage dealt.
*{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal
*{{#item:9137}}: Flee+20, SP+5%, Hit+18, Ranged Physical Damage +5% when loyal.
*{{#item:9132}}: ATK+4%, PATK+1, 5% Physical Damage against Bosses when loyal.
|-
|}
 
=== Tips and Tricks ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#9BDE9B; color:black;  width: 100% " |Strategy (WIP)
|-
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
 
 
<u>Super Novice:</u>
 
*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.
 
 
<u>Ex. Super Novice</u>
When soloing, I get writer's block!
 
In a party setting, I also get writer's block!
 
 
<u>Hyper Novice</u>
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.
 
|-
|}
 
<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene  --->
 
== Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) ==
[[File:Hybrid HN in Alice Hard 2nd attempt.jpg|thumb|A really brave and foolish Hyper Novice attempts Alice Hard. This build is so meme omg ahahahahahahaha!]]
[[File:Hybrid HN in Alice Hard equips.jpg|thumb|Equipment swapping (ALT+D) made this possible. Notice the Physical equipment is significantly weaker compared to the Magical one. Adjusting stats somewhat compensates for this. The stats not shown in the screenshot are: 112 STR, 102 AGI, 100 VIT, 100 INT, 100 DEX, 100 LUK, 110 POW, 0 STA WIS SPL, 110 CON, 72 CRT. Pet used is Succubus for HP leech. There is 0 SPL because the magic equipment is way more than enough to clear the Spades.]]
<!--
[[File:Hybrid HN in Alice Hard 1st attempt.jpg|thumb]]
[[File:SN Hybrid Placeholder.jpg|thumb|Placeholder screenshot.]] -->
'''(Description WIP)''' - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg...
===Stats and Traits===
{| 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
|100+ or 120
|Depending on which gears are less powerful, adjust STR or INT accordingly.
|-
|AGI
|80+
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
|-
|VIT
|80+
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|-
|INT
|100+ or 120
|Depending on which gears are less powerful, adjust STR or INT accordingly.
|-
|DEX
|100+ or 1-9
|DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10.
|-
|LUK
|80+
|Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow.
|-
|}
 
{| class="wikitable"
! style="text-align: center; font-weight: bold; width: 100px" | Trait
! style="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|POW
|0-110
|Adjust POW or SPL accordingly depending on which gears are less powerful.
|-
|STA
|0
|No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or skills like Autoguard.
|-
|WIS
|0
|No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF.
|-
|SPL
|0-110
|Adjust POW or SPL accordingly depending on which gears are less powerful.
|-
|CON
|50-110
|Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate.
|-
|CRT
|50-80
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using {{#skill:5452}}
|-
|}
 
===Skills===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:White;  width: 100% " | Skills: Super Novice
|-
|
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|-
|{{#Skill:19}}
|4
|Prerequisite for Fireball.
|-
|{{#Skill:17}}
|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.
|-
|{{#Skill:10}}
|1
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|-
|{{#Skill:14}}
|5
|Prerequisite for Frost Diver.
|-
|{{#Skill:15}}
|1
|Prerequisite for Storm Gust.
|-
|{{#Skill:20}}
|4
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|{{#Skill:21}}
|1
|Prerequisite for Lord of Vermillion.
|-
|{{#Skill:11}}
|1
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|{{#Skill:16}}
|1
|Prerequisite for Earth Spike.
|-
|{{#Skill:9}}
|5-10
|Compensates for the Super Novice's very low SP pool.
|-
|{{#Skill:28}}
|3-10
|Mainly for self-healing. Also helpful in healing teammates.
|-
|{{#Skill:29}}
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|{{#Skill:22}}
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:34}}
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|{{#Skill:24}}
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|{{#Skill:26}}
|1
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|{{#Skill:12}}
|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!
|-
|{{#Skill:43}}
|3
|Prerequisite for Vulture's Eye.
|-
|{{#Skill:44}}
|1
|Prerequisite for Attention Concentrate.
|-
|{{#Skill:45}}
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|{{#Skill:81}}
|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.
|-
|{{#Skill:83}}
|10
|Bombards an area with meteors, dealing Fire Element damage.
|-
|{{#Skill:89}}
|1 or 10
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels 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:84}}
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|{{#Skill:85}}
|10
|This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
|-
|{{#Skill:90}}
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|{{#Skill:91}}
|1-5
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|{{#Skill:92}}
|5
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|-
|{{#Skill:66}}
|Optional
|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%"
|-
! style="background-color:#66023C; color:White;  width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
|-
|There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|-
|{{#Skill:9}}
|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:28}}
|10
|Mainly for self-healing. Also helpful in healing teammates.
|-
|{{#Skill:29}}
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|{{#Skill:22}}
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:34}}
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|{{#Skill:24}}
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|{{#Skill:26}}
|1
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|-
|{{#Skill:12}}
|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!
|-
|{{#Skill:43}}
|10
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|-
|{{#Skill:44}}
|1
|Prerequisite for Attention Concentrate.
|-
|{{#Skill:45}}
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|{{#Skill:66}}
|Optional
|Provides additional ATK and MATK to you and the whole party.
|-
|{{#Skill:74}}
|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.
|-
|{{#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.
|-
|{{#Skill:249}}
|Optional
|If survival and not dying too much are some 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}}
|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.
|-
|{{#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.
|-
|{{#Skill:108}}
|1
|Requires level 1 {{#skill:105 |Hilt Binding}} and level 1 {{#skill:107 |Weapon 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.
 
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|{{#Skill:248}}
|7 or 9
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|{{#Skill:5455}}
|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<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
|-
|{{#Skill:5456}}
|9
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Very short Aftercast Delay
|-
|{{#Skill:5457}}
|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<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
|-
|{{#Skill:5458}}
|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<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Short-ish Aftercast Delay
|-
|{{#Skill:5459}}
|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<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
|-
|{{#Skill:5460}}
|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<br>
Skill cooldown: 0.3 seconds<br>
Short Aftercast Delay
|-
|{{#Skill:5462}}
|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===
 
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:White;  width: 100% " |Fire Ball
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:White;  width: 100% " |Equipment
|-
|
|-
| style="background-color: #66023C; 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
|-
|'''Paradise Set'''
|Chest
|[[Beginners Guide|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.
|-
|{{#item:5119}}
|Upper Headgear
|Lighthalzen Armory (unslotted)
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|{{#item:18776}}
|Upper Headgear
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|{{#item: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 ({{#item:2352|Tattered Novice Ninja Suit }}).
|-
|{{#item:15012}}
|Armor
|Orc Lady
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|{{#item:2355}}
|Armor
|Eclipse
|MDEF+20
When complete, the Angel's Set gives a sizeable boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware the After Cast Delay that happens each time the skill is autocast.
|-
|{{#item:2113}}
|Shield
|Lighthalzen Armory
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|{{#item:2183}}
|Shield
|Mastering
|Part of the Angel's Set.
|-
|{{#item:2512}}
|Garment
|Lighthalzen Armory
|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.
|-
|{{#item:2607}}
|Accessory
|Dragon Fly
|Gives 10SP.
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|-
|'''Advanced Paradise Set'''
|Chest
|[[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:450122}}
 
{{#item:470017}}
 
{{#item:480014}}
 
{{#item:490015}}
|Equipment Set
|10 {{#item:6919}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}}
|-
|{{#item:450124|Imperial Super Novice Robe}}
 
{{#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:550044}}
|Rod
|[[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:5897}}
|Upper Headgear
|[[Cash Shop]]
|A good mid game headgear that provides a lot of bonuses.
|-
|{{#item: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.
|-
|{{#item: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.
|-
|{{#item:2113}}
|Shield
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|{{#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.
|-
|{{#item: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!'''
|-
|{{#item: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.
|-
|{{#item: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.
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
|-
|{{#item:19428}}
 
{{#item:20948}}
 
{{#item:32239}}
 
{{#item:32238}}
|Equipment Set
|[[Illusion of Labyrinth]]
|Early-mid game set. It can be further boosted with an {{#item:550030|slots=2|Illusion Thorn Staff of Darkness}} but it requires {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} to use.
For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying {{#item:100423|Labyrinth Refine Box}}, which will refine them at +7 - 10 at random.
|-
|{{#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.
|-
|{{#item: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 {{#item:6396|Spiritual Auger }}.
|-
|{{#item: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. {{#item:39540|Modification Orb (Delay After Skill)}} and two {{#item:39535|Modification Orb (Magic)}} are recommended.
|-
|{{#item:550044}}
|Rod
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|If better rods like the ones listed below are still out of reach, this humble rod will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Rod and almost the same damage as a +15 Rutilus Stick-OS with the MATK +15% enchant.
|-
|{{#item: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.
|-
|{{#item: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.
|-
|{{#item:550030}}
|Rod
|[[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.
|-
|{{#item: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.
|-
|{{#item:28942|Cursed Knight's Shield  }}
|Shield
|Cash Shop
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|-
|{{#item:460018}}
|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.
|-
|{{#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}}
|Footgear
|[[Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|{{#item:42209}}
|Accessory
|[[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.
|-
|{{#item:42210}}
|Accessory
|[[Illusion]]
|One of the best accessories for this build. Grants MATK +5%. {{#item:39546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
|-
 
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|-
|{{#item:19428}}
{{#item:20948}}
{{#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}}
|-
|{{#item:34279|Antiquity Cap EVT }}
{{#item:34282|Ceremonial Crown EVT  }}<br>
{{#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.
|-
|{{#item:18849|Celine Ribbon }}
|Upper Headgear
|[[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.
|-
|{{#item:410080|Deep Blue Sunglasses }}
|Middle Headgear
|
|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.
|-
|{{#item:400002|Victory Wing Ears }}
|Middle Headgear
|
|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.
|-
|{{#item:32200|Rosary in Mouth}}
|Lower Headgear
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|{{#item:32201|Magical Rosary in Mouth}}
|Lower Headgear
|[[Headgear Awakening]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|{{#item:450128|Automatic Armor B-type}}
|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 {{#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:26162|Welding Wand |slots=2}}
|Rod
|[[Einbech Dungeon 3]]
|'''Note: {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} and Base Level 96 are required to equip this!"
A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped.
|-
|{{#item:550030|slots=2|Illusion Thorn Staff of Darkness}}
|Rod
|[[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.
|-
|{{#item:550057|Fortified Rod|slots=2}}
|Rod
|[[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.
|-
|{{#item:1680|Rutilus Stick-OS |slots=2 }}
|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.
|-
|{{#item: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 {{#item:550089}} is obtained.
|-
|{{#item:28946|Purified Knight's Shield  }}
|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.
|-
|{{#item:460018|Illusion Silver Guard }}
|Shield
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
|-
|{{#item:480021|Automatic Engine Wing B-type}}
|Garment
|[[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)}}.
|-
|{{#item:470023|Automatic Leg B-type}}
|Footgear
|[[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)}}.
|-
|{{#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: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.
|-
|{{#item:490026|Automatic Battle Chip R }}
|Accessory
|[[Sage's Legacy]]
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}.
|-
|{{#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)}}.
|-
|{{#item:24318|Super Novice Shadow Shield }}
|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 {{Skill Info|class=Soul Linker|id=43|Owl's Eye}} to reduce Variable Casting Time.
|-
|{{#item:24282|Super Novice Shadow Gauntlet }}
|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 {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF.
|-
|-
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 240-260'''
|-
|{{#item:400246|EVT Bacsojin Hat-LT }}
|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:400154|Survival Circlet-LT }}
|[[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.
|-
|{{#item: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 {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|-
|{{#item:410080|Deep Blue Sunglasses }}
|Middle Headgear
|
|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.
|-
|{{#item:400002|Victory Wing Ears }}
|Middle Headgear
|
|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.
|-
|{{#item:410017|Battle Processor }}
|Middle Headgear
|
|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.
|-
|{{#item:32200|Rosary in Mouth}}
|Lower Headgear
|[[Custom Headgear Quests]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|-
|{{#item:32201|Magical Rosary in Mouth}}
|Lower Headgear
|[[Headgear Awakening]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|{{#item:18536|Foxtail}}
|Lower Headgear
|[[Sunken Sands]]
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|-
|{{#item:420066|Survival Orb-LT}}
|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.
|-
|{{#item:450128|Automatic Armor B-type}}
|Armor
|[[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)}}.
|-
|{{#item:450178|Gray Wolf Robe}}
|Armor
|[[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.
|-
|{{#item:550082|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|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}}
|-
|{{#item:550062|Poenitentia Ferrum|slots=2}}
|Rod
|[[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.
|-
|{{#item: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 {{#item:6635}} to refine.
|-
|{{#item:28946|Purified Knight's Shield  }}
|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.
|-
|{{#item:460018|Illusion Silver Guard }}
|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 {{#item:29100|Spellbound Nive Lv1}} or {{#item:29101|Spellbound Nive Lv2}}.
|-
|{{#item:20966|Temporal Int Manteau}}
|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.
|-
|{{#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
|
|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.
|-
|{{#item:470204}}
|Footgear
|
|One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses. Climbing noises not included. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction.
|-
|{{#item:470122}}
|Footgear
|
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
|-
|{{#item:490052|Sinful Sapphire Ring }}
{{#item:490064|Brilliant Light Sapphire Ring }}
|Accessory (Right)
|[[Thanatos Tower]]
|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
|-
|{{#item:490053|Sinful Sapphire Necklace }}
{{#item:490065|Brilliant Light Sapphire Necklace }}
|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.
|-
|{{#item:490163|Hero's Badge }}
|Accessory (Left)
|[[Sunken Sands]]
|It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
|-
|{{#item:2980|Evil Gloves }}
|Accessory
|[[Horror Toy Factory]]
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}}
|-
|{{#item:34697|Celine's Brooch }}
|Accessory
|[[Nightmare Toy Factory]]
|Part of the Celine set.
|-
|{{#item:24282|Super Novice Shadow Gauntlet }}
|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 {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF.
|-
|{{#item:24616|Super Magic Shadow Shield }}
|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 {{#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.'''
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:white; width: 100% " |Quality of Life Equipment
|-
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
<gallery>
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
| style="background-color: #66023C; color:white; text-align: center;" colspan="4" | Life of Quality Equipment
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|{{#item:19204}}
|Upper Headgear
|[[Hugel Race]], Base Level 100
|This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 {{#skill:2478}}, basically a free {{#item:12710}} but can be removed with skills like {{#skill:92}} and {{#skill:30}}. Still a huge quality of life upgrade. Just switch to this headgear, activate {{#skill:2478}} for a big speed boost, then switch back to your default headgear.
|-
|{{#item:19154}}
|Lower Headgear
|{{#item:23135}}
|Increases EXP gained and drop rate by 5%. Enables the use of Level 1 {{#skill:54}}. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of {{#item:610}}, all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
|-
|{{#item:28900}}
|Shield
|[[16.1 Banquet for Heroes]], 800 {{#item:6919}}
|Enables use of level 1 {{#skill:2315}}, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of {{#skill:28}} and potions.
|-
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Garment <s>of {{#skill:1013}}</s>
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|'''I'LL BEGIN BY ACTIVATING MY <s>POT</s> BACKPACK OF {{#skill:1013}}!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF {{#skill:1013}} BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! {{#skill:1013}}!!11111!'''
|-
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|Garment
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|-
|}
|}
 
===Cards and Pets===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:White;  width: 100% " |'''Cards and Costume Stones'''
|-
|
{| class="wikitable" width="100%"
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|{{#item:27310|Plaga }}
{{#item:4600|Lichtern Green }} <br>
{{#item:4586|Tikbalang }} <br>
{{#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:300251|Plagarion }}
{{#item:300259|Fulgor }} <br>
{{#item:300255|Litus }} <br>
{{#item:300257|Vanilaqus }} <br>
{{#item:300256|Fillia }} <br>
|Headgear
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
*Plagarion: Neutral
*Fulgor: Earth
*Litus: Wind
*Vanilaqus: Water
*Fillia: Fire
|-
|{{#item:27328|Corrupt Life }}
|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.
|-
|{{#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:300174|Melted Poring }}
|Headgear
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|-
|{{#item:4409|Agav }}
|Armor
|MATK +5% and DEF -10. One of the best Armor Cards except when focusing on Ground Gravitation, a Neutral Element skill.
|-
|{{#item:300308|Meyer Lugenburg }}
|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 {{#item:300424|Friedrich S. Heine }} card.
|-
|{{#item:27114|Ominous Solider }}
|Armor
|If the Friedrich S. Heine card is more than enough for you to deal tons of damage, then this card will increase your odds of surviving a fatal blow. Increases HP by 10%, add 1% every 3 refine rate. DEF +100 and VIT +3 at level 160+.
|-
|{{#item:300254|Amitera }}
|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.
|-
|{{#item:4023|Baby Desert Wolf }}
|Armor
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|-
|{{#item:27101|Sweet Nightmare }}
|Armor
|MATK +20. Uninterruptible casting outside of WoE.
|-
|{{#item:4392|Dame of Sentinel }}
|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.
|-
|{{#item:27196|Nihil M. Heine }}
|Weapon
|Early-mid game card that boosts damage against small monsters.
|-
|{{#item:27289|Soul Fragment }}
|Weapon
|Early-mid game card that boosts damage against Medium-sized monsters.
|-
|{{#item:27286|Colorful Teddy Bear }}
|Weapon
|Early-mid game card that boosts damage against Large monsters.
|-
|{{#item:4394|Lady Solace }}
|Weapon
|When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|{{#item:27384|Mutated White Knight}}
|Weapon
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|-
|{{#item:300114|Magic Poisoned Plaga}}
{{#item:40140|Deep Sea Sropho}} <br>
{{#item:40010|Arch Plasma}} <br>
{{#item:27324|Brinaranea}} <br>
{{#item:300124|Blue Pitaya}} <br>
{{#item:27320|E-EA1L}} <br>
{{#item:300106|Red Pitaya}} <br>
{{#item:40009|Spectral Plasma}}
|Weapon
|These cards boost elemental damage, especially at high refines.
*Magic Poisoned Plaga: Neutral.
*Deep Sea Sropho: Wind, but cheaper
*Arch Plasma: Wind
*Brinaranea: Water, but slightly cheaper and without the need for high refines.
*Blue Pitaya: Water
*E-EA1L: Fire, but cheaper
*Red Pitaya: Fire
*Spectral Plasma: Ghost
|-
|{{#item:27385|Frozen Gargoyle}}
|Shield
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get this if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|-
|{{#item:27385|Mutated Khalitzburg}}
|Shield
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
|-
|{{#item:4413|Hodremlin }}
|Shield
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
|-
|{{#item: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:300269|Eldest }}
|Garment
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|-
|{{#item:300273|Smile Giver}}
|Garment
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
|-
|{{#item:300260|Napeo }}
|Garment
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
|-
|{{#item:300424|Friedrich S. Heine }}
|Garment
|Currently the best in slot garment card. Best paired with the armor card {{#item:300308|Meyer Lugenburg }} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|-
|{{#item:27249|Arhi }}
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|-
|{{#item:27249|Arhi }}
|Footgear
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|{{#item:4658|Nightmare Verit }}
|Footgear
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|-
|{{#item:27255|Ordre }}
|Footgear
|Good for Wind and Water focused builds.
|-
|{{#item:27253|Geffen Shoplifter }}
|Footgear
|Good for Fire focused builds.
|-
|{{#item:27250|Dio Anemos }}
|Footgear
|Good for Neutral and Earth focused builds.
|-
|{{#item:27179|Coyote }}
|Footgear
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
|-
|{{#item:4077|Phen }}
{{#item:4327|Bloody Butterfly }}
|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:27026|Fire Condor }}
|Accessory
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|-
|{{#item:4577|Elvira }}
{{#item:300222|Firewind Kite }} <br>
{{#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
*Firewind Kite: Wind (35%) Left accessory
*Headless Mule: Water (20%)
*Headless Mule: Water (20%)
*Calmaring: Water (35%) '''Not yet implemented, Left accessory'''
*Calmaring: Water (35%) '''Not yet implemented, Left accessory'''
*Mavka: Fire and Earth (20%)
*Mavka: Fire and Earth (20%)
*Lava Toad: Fire (35%) Left accessory
*Lava Toad: Fire (35%) Left accessory
*Ash Toad: Earth (35%) Left accessory
*Ash Toad: Earth (35%) Left accessory
*Ashhopper: Neutral (35%) Left accessory
*Ashhopper: Neutral (35%) Left accessory
*Dwigh: Neutral (20%)
*Dwigh: Neutral (20%)
*Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{#item:4336|Ungoliant }}
*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 Baron (level 200+): Fire and Wind (15%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
|-
|-
|{{#item:300243|Lude Gal }}
|{{#item:300243|Lude Gal }}
|Accessory
|Accessory
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|-
|-
|{{#item:1000528}}
|{{#item:1000528}}
{{#item:1000529}} <br>
{{#item:1000529}} <br>
{{#item:1000530}}
{{#item:1000530}}
|Upper costume headgear, mid costume headgear, lower costume headgear
|Upper costume headgear, mid costume headgear, lower costume headgear
|These three boost elemental damage and must be together for maximum effectiveness.
|These three boost elemental damage and must be together for maximum effectiveness.
|-
|-
|{{#item:25170}}
|{{#item:25170}}
{{#item:25067}}
{{#item:25067}}
|Garment costume
|Garment costume
|These two reduce FCT by 0.3 and 0.5 seconds respectively. They're important because the FCT of a lot of HN magic spells is 1.5 seconds.
|These two reduce 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:1001329}}
|{{#item:1001329}}
|Lower costume headgear
|Lower costume headgear
|This lower headgear costume stone is not yet implemented.
|This lower headgear costume stone is not yet implemented.
|-
|-
|{{#item:1001327}}
|{{#item:1001327}}
{{#item:25454}} <br>
{{#item:25454}} <br>
{{#item:1001326}}
{{#item:1001326}}
|Upper costume headgear, mid costume headgear, garment costume
|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.}}
|{{#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.}}
|-
|-
|}
|}
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#66023C; color:White;  width: 100% " |Pets
|-
|
 
The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
 
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9122}}: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
|-
|}
 
===Tips and Tricks===


{| 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% " |Pets
! style="background-color:#66023C; color:White;  width: 100% " |Strategy (WIP)
|-
|-
|
|How to solo Alice Hard hmmmm... Need at least 5B DPS due to some MVPs having autorecovery, which means THREE different kinds of gears. That's on top of the Fenrir-like AOEs like Earth Strain and Comet... Plants do EQ, worms powerup... Equipment switch... Hmmmmmm..... Info obtained from Mew's Alice Hard run... Ranged DPS is going to be a problem due to it being weaker than Melee and Magic... Hmm......
 
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:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9122}}: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
|-
|-
|}
|}
===Tips and Tricks===


{| 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% " |Strategy (WIP)
! style="background-color:#66023C; color:White;  width: 100% " |Cult
|-
|-
|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:SN Cult.jpg]]
'''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.
 
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= Leveling =
'''This section is undergoing renovations.'''
While there is a general '''Leveling Guide''' available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.
=== <u>Novice</u> ===
'''Lv1 - ??? - Work in progress'''
*Do the MuhRO starter quest
=== <u>Super Novice</u> '''WORK IN PROGRESS''' ===
[[File:Super Novice brat solos King Poring.jpg|200px|thumb|right]]
'''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
=== <u>Expanded Super Novice</u> ===
'''Work in progress'''
=== <u>Hyper Novice</u> ===
'''200-215 '''
*[[Illusion of Labyrinth]] - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
*[[Illusion of Underwater]] 2 - Bring Coldproof potions. Beware the <s>Jellymon</s> Deep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220.
*[[Niflheim]] Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by <s>Rubik's</s> Ghost Cube.
*[[Rudus]] 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
'''200-240 (Alternate leveling)'''
*[[Thanatos Tower]] 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
'''215-230'''
*[[Amicitia]] Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
'''230-240'''
*[[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.


[[Category:Hyper Novice]]
[[Category:Hyper Novice]]