Rakugaki's PvM Hyper Novice: Difference between revisions

From MuhRO
Jump to navigation Jump to search
(→‎Skills: Made the skills section sort of easier to read and understand I guess)
(→‎Tips and Tricks: Added GaoSuper leveling path. Will add more details when I have more free time to watch the full video. HAIL GAOSUPER! :PandaAdmireWizard:)
 
(64 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{| class="wikitable" width="35%" style="background-color:#ffffcc;"
{| class="wikitable" width="35%" style="background-color:#ffffcc;"
|rowspan="2"|'''WARNING'''
|rowspan="2"|'''NOTICE'''
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
|-
|-
|style="text-align:center;| Some of the info here is outdated or incorrect, and is currently being updated and corrected.
|style="text-align:center;| The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info.
|-
|-
|}
|}
Line 34: Line 34:


= 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.]]
Line 54: Line 54:
|-
|-
|{{#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. If you think being in SB mode is more of a detriment, you can go back and click on the Healer NPC to remove it, or you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you.


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


|-
|-
|{{#Skill:270}}
|{{#Skill:270}}
|In MuhRO, casting Fury is weird and convoluted.
|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. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds, especially those focusing on Mega Sonic Blow.
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:
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
Line 76: Line 76:
3 - When changing maps or relogging, repeat step 1.
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 and try again.
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.


Click on this GIF of GaoSuper activating his fury from within. HAIL GAOSUPER!!!
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.gif|thumb|left]]
[[File:HAIL GAOSUPER WHO HAILS PABLO JOB.gif|thumb|right]]


|-
|-
Line 97: Line 102:
== 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:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.]]
[[File:Mage HN .jpg|thumb|Placeholder screenshot.]]
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
The Super Novice can take one of two routes - Magic or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes, and Breaking Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).''
===Stats and Traits===
===Stats and Traits===
{| class="wikitable"
{| class="wikitable"
Line 110: Line 115:
|-
|-
|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.
|-
|-
|}
|}
Line 142: Line 147:
|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
Line 157: Line 162:
|-
|-
|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.
|-
|-
|}
|}
Line 166: Line 171:
{| 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
Line 181: Line 186:
|-
|-
|{{#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: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}}
|{{#Skill:9}}
|5-10
|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.
|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}}
|{{#Skill:28}}
Line 222: Line 199:
|{{#Skill:29}}
|{{#Skill:29}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|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:22}}
|{{#Skill:22}}
Line 234: Line 211:
|{{#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}}
Line 240: Line 217:
|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}}
|{{#Skill:43}}
|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
|3
|Prerequisite for Vulture's Eye.
|Prerequisite for Vulture's Eye.
Line 254: Line 227:
|{{#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.
|-
|{{#Skill:36}}
|3
|Increases weight capacity. Prerequisite for Discount.
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#Skill:37}}
|3
|Reduces cost of buying from almost all NPCs. Prerequisite for Overcharge.
|-
|-
|{{#Skill:81}}
|{{#Skill:38}}
|2
|10
|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.
|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%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Expanded Super Novice (99-200)
|-
|[[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.]]
[[File:Super Novice Mage 99200 Ex.png|900x900px|left|thumb|The 6 missing points are allocated to Improve Dodge.]]
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#Skill:84}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|-
|{{#Skill:85}}
|{{#Skill:17}}
|10
|10
|A larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.  
|Fireball still deals decent damage until around ~level 150. Having two Fire Condor cards can make this skill even stronger.
|-
|-
|{{#Skill:90}}
|{{#Skill:14}}
|3
|5
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|Prerequisite for Frost Diver.
|-
|-
|{{#Skill:91}}
|{{#Skill:15}}
|1-5
|1
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|Prerequisite for Storm Gust.
|-
|-
|{{#Skill:92}}
|{{#Skill:20}}
|5
|4
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|-
|{{#Skill:66}}
|{{#Skill:21}}
|Optional
|1
|Provides additional Weapon ATK and MATK to you and the whole party.
|Prerequisite for Lord of Vermillion.
|-
|-
|{{#Skill:74}}
|{{#Skill:11}}
|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 Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|-
|{{#Skill:248}}
|{{#Skill:28}}
|Optional
|3-10
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{#Skill:249}}
|{{#Skill:29}}
|Optional
|10
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|-
|{{#Skill:105}}
|{{#Skill:22}}
|Optional
|5
|Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{#Skill:107}}
|{{#Skill:34}}
|Optional
|10
|Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{#Skill:108}}
|{{#Skill:24}}
|Optional
|1
|Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
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}}
|{{#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 / Hell's Jack)
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|Here's my build. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. More comments below the screenshots.
|{{#Skill:89}}
 
|1 or 10
For Hyper Novice, there are two possible ways to build. 
|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.
 
 
[[File:HN Mage 1.png|left|900x900px|thumb]]
[[File:HN Mage 2.png|left|900x900px|thumb]]
[[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.<br>
However, there are compromises resulting in around 10-15% less damage. Self Study Sorcery (SSS) is down to level 5. The main skills Hell's Drive (HD) and Jack Frost Nova (JFN) are maxed, Jupitel Thunderstorm (JTS) is down to level 9, and Ground Gravitation (GG) is down to level 7. JTS has max hits and AoE at level 9, while GG has max AoE at level 7. Despite the reduced damage, soloing Depth 2 (with adequate equipment) is very possible and relatively comfy, with a Brilliant Protection Scroll and Thunderproof Potion of course.]]
[[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!]]


 
'''Notice: The skill has a tendency to push enemies to the upper right.'''
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#Skill: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:28}}
|{{#Skill:90}}
|10
|3
|Mainly for self-healing. Also helpful in healing teammates.
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|-
|{{#Skill:29}}
|{{#Skill:91}}
|10
|1-5
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|-
|{{#Skill:22}}
|{{#Skill:92}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
|-
|-
|{{#Skill:34}}
|{{#Skill:74}}
|5
|Doubles SP Regeneration of the caster and the party. There's no Level 10 Increase SP Recovery - Magnificant alone is more than enough, as long as it's up most of the time.
|-
|{{#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}}
|-
|{{#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: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
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|Passive skill. Increases HP, SP, MATK and amount of healing given. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|{{#Skill:5077}}
|{{#Skill:2449}}
|5
|5
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|Can be used only when a +7 {{#item:550081}} is equipped. A Neutral-element skill that makes life a lot easier due to its high damage.
|-
|-
|}
|}
|}


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.
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="wikitable" width="100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " | Skills: Hyper Novice - Jack Frost Nova
|-
|Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage.
 
 
[[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%"
! style=" width: 15% " | Skill
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 5% " | Level
Line 459: Line 421:
| 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>
Max AoE of 9x9 and max of 10 hits at level 9. 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>
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.
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>
Aftercast Delay: 1 second<br>
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
|-
|-
|{{#Skill:5459}}
|{{#Skill:5459}}
|7 - 9
|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>
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.
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}}
Line 511: Line 477:
|{{#Skill:5505}}
|{{#Skill:5505}}
|Optional
|Optional
|Overcoming Crisis is a super-duper skill that increases Max HP, adds PATK and SMATK, and fully restores AP. 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, physical builds won't have problem with it. But mage builds will be forced to compromise and make decisions on what skills to get.
|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
|-
|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.
 
 
[[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
|-
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Equipment
|{{#Skill:5450}}
|5+
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|
|{{#Skill:5455}}
|5
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
Aftercast Delay: 0.3 seconds
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#Skill:5456}}
{| class="wikitable" width="100%"
|5
! style=" width: 20% " | Item
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
! style=" width: 10% " | Type
Fixed Cast Time: 1 second<br>
! style=" width: 15% " | Way to obtain
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br>
! style=" width: 65%" | Notes
Aftercast Delay: 0.5 seconds<br>
Max AoE of 9x9 and max of 10 hits at level 9.
|-
|-
|'''Paradise Set'''
|{{#Skill:5457}}
|Chest
|5 or 10
|[[Beginners Guide|Eden Academy]], Base Level 100
|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.
|'''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: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Aftercast Delay: 0.3 seconds<br>
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
|-
|-
|{{#item:5119}}
|{{#Skill:5458}}Hell's Drive
|Upper Headgear
|5
|Lighthalzen Armory (unslotted)
|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.
Holden (slotted)
Fixed Cast Time: 1 second<br>
|Starter Headgear. Gives +1 all stats.
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:18776}}
|{{#Skill:5459}}
|Upper Headgear
|5 or 10
|Toad
|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!
|Part of the Angel's Set. Adds 3% SP recovery.
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:2340}}
|{{#Skill:5460}}
|Armor
|10
|Yuno - King's Shop
|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.
|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 seconds<br>
Skill cooldown: 0.3 seconds<br>
Aftercast Delay: 0.5 seconds<br>
|-
|-
|{{#item:15012}}
|{{#Skill:5462}}
|Armor
|Optional
|Orc Lady
|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.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:2355}}
|{{#Skill:5505}}
|Armor
|Optional
|Eclipse
|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.
|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.
===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
|-
|
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (45-99)'''
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|'''Paradise Set'''
|Equipment Set
|[[Beginners Guide|Eden Academy]], Base Level 10
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|{{#item:5119}}
|Upper Headgear
|Lighthalzen Armory (unslotted)
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|{{#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: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.
|-
|{{#item:2512}}
|Garment
|Garment
|Vagabond Wolf
|Starter Garment - gives 10% Neutral resistance.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:2416}}
|{{#item:2416}}
|Footgear
|Footgear
|Lighthalzen Armory
|Starter Shoes. Gives an HP boost.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22015}}
|{{#item:5125}}
|Footgear
|Upper Headgear
|Toad
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|{{#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: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
|Vocal
|Part of the Angel's Set. HP +100.
|Part of the Angel's Set. HP +100.
|-
|-
|{{#item:2628}}
|{{#item:2628}}
|Accessory
|rowspan="2"| Accessory
|Izlude Armor Dealer
|Izlude Armor Dealer
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2607}}
|{{#item:2607}}
|Accessory
|Dragon Fly
|Dragon Fly
|Gives 10SP.
|Gives 10SP.
Line 612: Line 659:
|-
|-
|'''Advanced Paradise Set'''
|'''Advanced Paradise Set'''
|Chest
|rowspan="4"| Equipment Set
|[[Beginners Guide|Eden Academy]], Base Level 100
|[[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.
|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.
Line 623: Line 670:


{{#item:490015}}
{{#item:490015}}
|Equipment Set
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]]
|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}}
|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}}
|-
|-
Line 634: Line 680:


{{#item:490018}}
{{#item:490018}}
|Equipment Set
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]]
|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...
|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...
|-
|-
Line 645: Line 690:


{{#item:490020}}
{{#item:490020}}
|Equipment Set
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]]
|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. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. 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
|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.
|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:550080}}
|[[Bioresearch Laboratory]], Base Level 100 and above
|An ancient rod. See the link above for more info on patenting it.
|-
|-
|{{#item:5897}}
|{{#item:5897}}
|Upper Headgear
|Upper Headgear
|[[Cash Shop]]
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings]]
|A good mid game headgear that provides a lot of bonuses.
|A good mid game headgear that provides a lot of bonuses.
|-
|{{#item: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}}
|{{#item:2113}}
Line 674: Line 711:
|Lighthalzen Armory
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|{{#item:20718}}
|Garment
|[[Faceworm's Nest]]
|Gives lots of DEF, some MDEF and various stats.
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
|-
|-
|{{#item:22008}}
|{{#item:22008}}
|Footgear
|Footgear
|[[Old Glast Heim]]
|[[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.
|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.


Line 690: Line 720:
|-
|-
|{{#item:2924}}
|{{#item:2924}}
|Accessory
|rowspan="2"| Accessory
|Eclage Glove Seller (10 Splendide Coins)
|Eclage Glove Seller (10 Splendide Coins)
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
|-
|-
|{{#item:2898}}
|{{#item:2898}}
|Accessory
|Nightmare Wraith Dead
|Nightmare Wraith Dead
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (175-200)'''
|-
|{{#item: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}} 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:400054}}
{{#item:400059}}<br>
{{#item:400044}}
{{#item:400044}}
|Upper Headgear
|Upper Headgear
|[[Illusion]]
|[[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.
|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.
|-
|-
Line 726: Line 742:
|-
|-
|{{#item:15377}}
|{{#item:15377}}
|Armor
|rowspan="2"| Armor
|[[Illusion]]
|[[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.
|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)}}.
|-
|-
|{{#item:550044}}
|{{#item:550044}}
|Rod
|rowspan="3"| 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.
|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:26151}}
|{{#item:26151}}
|Rod
|[[OS / OSAD Weapons]]
|[[Illusion]]
|A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
|-
|-
|{{#item:550081}}
|{{#item:550081}}
|Rod
|[[Bioresearch Laboratory]]
|[[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 significantly easier.
|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.
|-
|-
|{{#item:550030}}
|{{#item:2113}}
|Rod
|rowspan="3"| 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.
|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:28942|Cursed Knight's Shield }}
|{{#item:28942}}<br>[[Cursed Knight Shield]]
|Shield
|MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something)
|Cash Shop
[[File:SN Boots.png|40x40px]]
|A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future.
|A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too.
|-
|-
|{{#item:460018}}
|{{#item:460018}}
|Shield
|[[Illusion of Twins]]
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
|-
|-
|{{#item:20934}}
|{{#item:20934}}
|Garment
|rowspan="2"| Garment
|[[Illusion]]
|[[17.1 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.
|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:480021}}
|[[17.2 Sage Legacy]]
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}.
|-
|-
|{{#item:22197}}
|{{#item:22197}}
|Footgear
|rowspan="3"| Footgear
|[[Illusion]]
|[[17.1 Illusion]]
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}.
|-
|-
|{{#item:22238}}
|{{#item:22238}}
|Footgear
|
|
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:550081}}. Try to refine this to +11, then use the {{#item:100747}} to turn it to a +10 Hero Boots-LT.
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:550081}}. Try to refine this to +11, then use the {{#item:100747}} to turn it to a +10 Hero Boots-LT.
|-
|-
|{{#item:42209}}
|{{#item:470023}}
|Accessory
|[[17.2 Sage Legacy]]
|[[Illusion]]
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}.
|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: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:42210}}
|{{#item:490027}}
|Accessory
|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)}}.
|[[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: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)'''
|-
|-
|{{#item:19428}}
|{{#item:400263}}
{{#item:20948}}
{{#item:400265}}
{{#item:32239}}
{{#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}}
???<br>
???
|Upper Headgear
|Upper Headgear
|[[Illusion]]
|[[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.
|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 }}
|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.
|-
|-
|{{#item:410092}}
|{{#item:410092}}
|Middle Headgear
|Middle Headgear
|[[Rudus]] (0.05%)
|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.
|Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted.
|-
|{{#item:410080}}
|Middle Headgear
|[[Verus]]
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants.
|-
|{{#item:400002}}
|Middle Headgear
|[[Amicitia]] (0.05%)
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants.
|-
|{{#item:410092}}
|Middle Headgear
|[[Rudus]] (0.05%)
|Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD.
|-
|-
|{{#item:420003}}
|{{#item:420003}}
|Lower Headgear
|Lower Headgear
|[[Rudus]] (0.05%)
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD.
|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:420066}}
|{{#item:450178}}
|Lower Headgear
|rowspan="2"| Armor
|Rock Ridge
|[[Gray Wolf Equipment]]
|Lower headgear that boosts magical damage while reducing variable casting time.
|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:450128}}
|Armor
|[[Sage's Legacy]]
|An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{#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: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}}
|{{#item:550057}}
|Rod
|rowspan="3"| Rod
|[[Illusion of Twins]]
|[[Amicitia]]
|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.
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8.
|-
|{{#item:550057}}
|Rod
|[[Amicitia Dungeon]]
|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
|
|
|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:400111}}
|{{#item:400111}}
|Upper Headgear
|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
|[[Verus]]
|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]] (0.05%)
|
|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: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. 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: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:480284}}
|rowspan="2"| Garment
|[[20 The Immortal]]
|This muffler doesn't emit greenhouse gases, but it does emit a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#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:470198}}
|rowspan="2"| Footgear
|[[20 The Immortal]]
|A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#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: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+'''
|}
 
===Cards and Pets===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:400545}}
|rowspan="2"| Upper Headgear
|Depth 2
|One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to utterly infuriating RNG.
|-
|{{#item:400724}}
|[[21 Age of Heroes]]
|Probably the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits.
|-
|{{#item:410233}}
|Middle Headgear
|rowspan="2"| [[Alice Twisted Madness]]
|Get VCT, ACD, MATK or S.MATK enchants.
|-
|-
|{{#item:420213}}
|Lower Headgear
|Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds.
|
|
{| class="wikitable" width="100%"
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{#item:27310}}
|{{#item:450284}}
{{#item:4600}} <br>
|rowspan="2"| Armor
{{#item:4586}} <br>
|[[Varmundt's Biosphere Depth]]
{{#item:4597}} <br>
|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: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:450173}}
{{#item:300259}} <br>
|[[Constellation Tower]]
{{#item:300255}} <br>
|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:300257}} <br>
*{{#item:480351}} with {{#item:313018}}
{{#item:300256}} <br>
*{{#item:490136}} with {{#item:313038}}
|Headgear
*{{#item:490485}} with {{#item:312996}}
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears.
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.
*Plagarion: Neutral
*Fulgor: Earth
*Litus: Wind
*Vanilaqus: Water
*Fillia: Fire
|-
|-
|{{#item:27328}}
|{{#item:550133}}
|Headgear
|rowspan="2"| Rod
|Early-game card. It can be paired with multiple cards for more bonuses.
|[[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:300359}}
|{{#item:460020}}
|Headgear
|rowspan="2"| Shield
|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.
|[[Alice Twisted Madness]]
|The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 to take advantage of the {{#item:300379}}.
|-
|-
|{{#item:300174}}
|{{#item:460040}}
|Headgear
|Episode 20
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|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:4241}}
|{{#item:480351}}
|Headgear
|Garment
|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.
|[[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:300308}}
|{{#item:470204}}
|Armor
|Footgear
|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.
|Sunken Ship
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|-
|-
|{{#item:300361}}
|{{#item:490136}}
|Armor
|Accessory (Right)
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|[[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:300376}}
|{{#item:490485}}
|Armor
|Accessory (Left)
|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.
|[[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}}.
|-
|-
|{{#item:300472}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)'''
|Armor
|At the cost of reduced Max HP, it grants a large amount of SPL and MATK, and a sizeable 40% increased damage against Boss-type monsters, perfect for the end-game. If offense is the best defense, get this card... if you have tons of luck or zeny, or are willing to farm Lasgand with tons of alts for hours on end almost everyday.
|-
|-
|{{#item:4023}}
|{{#item:400991}}
|Armor
|Headgear
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|???
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:2453}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.
|-
|-
|{{#item:4392}}
|{{#item:550177}}
|Armor
|Weapon
|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.
|???
|Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
|-
|-
|{{#item:27196}}
|{{#item:470337}}
|Weapon
|rowspan="2"| Footgear
|Early-mid game card that boosts damage against small monsters.
|???
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The wet socks start.
|-
|-
|{{#item:27289}}
|{{#item:470338}}
|Weapon
|???
|Early-mid game card that boosts damage against Medium-sized 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 most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts.
|-
|-
|{{#item:27286}}
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
|Weapon
|Early-mid game card that boosts damage against Large monsters.
|-
|-
|{{#item:4394}}
|'''Beginner Shadow Gear'''
|Weapon
|rowspan="2"| Shadow Gear Set
|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.
|rowspan="2"| @go eden, Lucy
|Starter shadow set
|-
|-
|{{#item:27384}}
|'''Advanced Shadow Gear'''
|Weapon
|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.
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|-
|-
|{{#item:300114}}
|{{#item:24883}}<br>{{#item:24884}}
{{#item:300140}} <br>
|Shadow Armor, Shadow Shoes
{{#item:300010}} <br>
|rowspan="6"| [[Shadow Gear]]
{{#item:27324}} <br>
|Shadow armor and shoes that increase magical damage.
{{#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:24753}}<br>{{#item:24754}}
|Weapon
|Shadow Weapon, Shadow Shield
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be.
|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:300455}}
|{{#item:24282}}<br>{{#item:24318}}
|Weapon
|Shadow Weapon, Shadow Shield
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies.
|Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these.
 
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to {{#item:24753}} and {{#item:24754}} above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes {{#skill:5460}} builds stronger due to the ASPD increase compared to {{#item:24753}} and {{#item:24754}}. Meanwhile, {{#skill:5456}} or {{#skill:5457}} builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the {{#item:300522}}/{{#item:300529}} combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta <s>damage</s> quality of life improvements! Enchant with MATK against monster size or ASPD.
|-
|{{#item:24665}}<br>{{#item:24668}}
|Shadow Ring, Shadow Earring
|Provides full MDEF penetration when both pieces are +9 and above. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance.
|-
|{{#item:24800}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24801}}<br>{{#item:24802}}<br>{{#item:24803}}
|rowspan="2"| Shadow Gear Set
|Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and SPL.
|-
|{{#item:24946}}<br>{{#item:24792}}<br>{{#item:24793}}<br>{{#item:24947}}<br>{{#item:24944}}<br>{{#item:24945}}<br>
|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.
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Quality of Life Equipment
|-
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
<gallery>
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
Pot of Greed 4.png|Re-equip the default gear.
</gallery>
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | 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:27356}}
|{{#item:19204}}
|Shield
|Upper Headgear
|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.
|[[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:27385}}
|{{#item:19154}}
|Shield
|Lower Headgear
|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: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:4413}}
|{{#item:28900}}
|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.
|[[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:300379}}
|{{#item:2576}}<s>of {{#skill:1013}}</s>
|Shield
|Garment <s>of {{#skill:1013}}</s>
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|[[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:27176}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
|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.
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.
|-
|-
|{{#item:300123}}
|}
{{#item:4629}} <br>
|}
{{#item:300149}} <br>
 
{{#item:27167}} <br>
===Cards and Pets===
{{#item:4657}} <br>
 
{{#item:300372}} <br>
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|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}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|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}}
|
|Garment
{| class="wikitable" width="100%"
|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.
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{#item:300260}}
|{{#item:27310}}
|Garment
{{#item:4600}} <br>
|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:4586}} <br>
|-
{{#item:4597}} <br>
|{{#item:300375}}
{{#item:4599}} <br>
|Garment
{{#item:4598}} <br>
|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.
|rowspan="6"| 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:300424}}
|{{#item:300251}}
|Garment
{{#item:300259}} <br>
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
{{#item: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:27362}}
|{{#item:27328}}
|Garment
|Early-game card. It can be paired with multiple cards for more bonuses.
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this.
|-
|-
|{{#item:4576}}
|{{#item:300359}}
|Garment
|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.
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this.
|-
|-
|{{#item:27249}}
|{{#item:300174}}
|Footgear
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%.
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#item:300177}}
|{{#item:4241}}
|Footgear
|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.
|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}}
|{{#item:300308}}
|Footgear
|rowspan="7"| Armor
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card.
|-
|-
|{{#item:27255}}
|{{#item:300361}}
|Footgear
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova.
|Good for Wind and Water focused builds.
|-
|-
|{{#item:27253}}
|{{#item:300376}}
|Footgear
|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.
|Good for Fire focused builds.
|-
|-
|{{#item:27250}}
|{{#item:4023}}
|Footgear
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK.
|Good for Neutral and Earth focused builds.
|-
|-
|{{#item:27179}}
|{{#item:4392}}
|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.
|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:300458}}
|{{#item:300529}}
|Footgear
|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.
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises.
|-
|-
|{{#item:4077}}
|{{#item:300472}}
{{#item:4327}}
|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.
|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}}
|{{#item:27196}}
|Accessory
|rowspan="9"|Weapon
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|Early-mid game card that boosts damage against small monsters.
|-
|-
|{{#item:4577}}
|{{#item:27289}}
{{#item:300222}} <br>
|Early-mid game card that boosts damage against Medium-sized monsters.
{{#item:27125}} <br>
{{#item:300364}} <br>
{{#item:27161}} <br>
{{#item:300216}} <br>
{{#item:300211}} <br>
{{#item:27262}} <br>
{{#item:300218}} <br>
{{#item:300006}} <br>
{{#item:300267}} <br>
{{#item:300268}} <br>
|Accessory
|These cards boost elemental damage.
*Elvira: Wind and Ghost (20%)
*Firewind Kite: Wind (35%) Left accessory
*Headless Mule: Water (20%)
*Calmaring: Water (35%)
*Mavka: Fire and Earth (20%)
*Lava Toad: Fire (35%) Left accessory
*Ash Toad: Earth (35%) Left accessory
*Ashhopper: Neutral (35%) Left accessory
*Dwigh: Neutral (20%)
*Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{#item:4336}}
*Crow Baron (level 200+): Fire and Wind (15%)
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
|-
|-
|{{#item:300243}}
|{{#item:27286}}
|Accessory
|Early-mid game card that boosts damage against Large monsters.
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|-
|-
|{{#item:1000857}}
|{{#item:4394}}
{{#item:1000859}} <br>
|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:25709}}
|Upper costume headgear, low costume headgear, garment costume
|The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three.
|-
|-
|{{#item:25170}}
|{{#item:27384}}
{{#item:25067}}
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|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}}
|{{#item:300114}}
|Lower costume headgear
{{#item:300140}} <br>
|This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me!
{{#item:300010}} <br>
{{#item:27324}} <br>
{{#item:300124}} <br>
{{#item:27320}} <br>
{{#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
|-
|-
|{{#item:1001327}}
|{{#item:300442}}
{{#item:25454}} <br>
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be.
{{#item: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:300455}}
{{#item:1001328}}<br>
|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.
{{#item:1001329}}<br>
|-
{{#item:1001489}}
|{{#item:300601}}
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume
|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.
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits. However, reports of an upcoming skill may slightly reduce this combo's effectiveness, as it requires level 5 Self Study Tactics from the Physical Tree. Be a more powerful glass cannon, or a more tanky kind of mage with slightly less damage.
|-
|-
|}
|{{#item:27356}}
|}
|rowspan="4"|Shield
 
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Pets
|{{#item:27385}}
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
|-
|-
|
|{{#item:4413}}
 
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
 
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds.
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build.
|-
|-
|}
|{{#item:300379}}
 
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
===Tips and Tricks===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy (WIP)
|{{#item:27176}}
|rowspan="11"|Garment
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
|-
|-
|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:300123}}
'''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. --->
{{#item:4629}} <br>
 
{{#item:300149}} <br>
 
{{#item:27167}} <br>
<u>Super Novice:</u>
{{#item:4657}} <br>
 
{{#item:300372}} <br>
*Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.  
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.  
*Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
*Purple Pitaya: Neutral
*DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
*Arc Elder: Earth
*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.
*Deep Sea Phen: Wind
*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!
*Faceworm Larva: Water
*When in a party... I have writer's block!
*Nightmare Ancient Mummy: Fire
 
*Cave Flower (not implemented): Ghost
 
|-
<u>Ex. Super Novice</u>
|{{#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.
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:300273}}
 
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1 (WIP, some info may be wrong)
|{{#item:300260}}
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
|-
|-
|1 - get powerful equips (check Equipment 240-275)
|{{#item:300375}}
 
|Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation.
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the dwarves and gangrene fishermen.
|-
 
|{{#item:300424}}
3 - The demented dwarf has powerful Lightning Bolt and Thunderstorm skills and will either deal huge damage or cause certain death. It will ALWAYS initiate with Lightning Bolt but it can be interrupted. Once you see a dwarf, attack it first to interrupt its lightning bolt. High priority! Once you see a dwarf, shut it up and kill it ASAP!
|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.
 
|-
4 - The gang green fisherman has a powerful Water Ball attack but it can be interrupted. Always keep this thing in Ground Gravitation or bombard it with Meteor Storm Buster so it always interrupts Water Ball.
|{{#item:300521}}
 
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}.
5 - The gator guy has sonic blow and a much more powerful water-element skill which is 99% certain death even with a {{#item:23204}}, but it is used only when within melee range. Stay away and kill it from a distance.
 
6 - The frisky frog is badly influenced by Ifrit's lustful love, lust and desire of stripping people naked, so it will strip your equipment one by one if you're within melee range. It will ALWAYS target your shield first. Stay away and kill it from a distance.
 
7 - The screaming man can cast Dark Grand Cross when you're in melee range for too long. Stay away and kill him from a distance.
 
8 - The overly emo goth angel in white may cast Grand Cross when you're within melee range for too long. Stay away and kill her from a distance.
 
9 - The tree thing has a strong CRIT attack when you're within melee range for too long. Safety Wall negates it. Stay away and kill it from a distance.
 
10 - The dragon fly and archer skeleton can hook you to their location. This is usually a bad thing because there will be lots of monsters nearby.
 
11 - The bad breath angel lady can cast Dark Jupitel Thunder, but it can take a while before she casts it. Kill her before she casts it.
 
12 - The gentlemanly muddy hand and spider are nuisances because they can cast Quagmire. {{#item:12710}} solves that problem almost completely. However, the spider may cast Spider Web, but it will only do so when attacked.
 
13 - The dark flower girl, cute red lizard, demented laughing angel and skeleton soldier don't seem to do much, but kill them anyway. Teehee~
|-
|-
|}
|{{#item: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}}.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 2(WIP)
|{{#item:27362}}
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this.
|-
|-
|1 - get powerful equips (check Equipment 240-275)
|{{#item:4576}}
 
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this.
2 - Use {{#item:23204}} so you won't get 1-shot by Mosquitoes. Mosquitoes have a strong, usually 1-shot Lightning Bolt skill. Once you see a Mosquito, kill it ASAP before it kills you! VERY HIGH PRIORITY TARGET. KILL THESE BLOOD SUCKERS ON SIGHT!
|-
 
|{{#item:27249}}
3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick!
|rowspan="8"|Footgear
 
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]].
4 - Get ready to get stuck... A LOT! Duneyrr and Creepy Tree Thing can cast Spider Web. Spider Web can occasionally stack, causing you to get stuck for 16 seconds instead of 8. Thank goodness it got nerfed, causing -50 Flee instead of -50% Flee, but getting stuck while a Salamander is about to cast Earthquake isn't exactly the best situation... Safety Wall can help a little when being surrounded by more than 4 mobs, but it definitely won't help against ranged and magic attacks, and earthquakes of course.
 
5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake.
 
6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out!
 
7 - Keep it steady and try not to mob too much until you're feeling confident or can deal TONS of damage. Tons of damage.
|-
|-
|}
|{{#item:300177}}
 
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
<!--- 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]]
 
'''For a better and more comprehensive guide on Physical Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
 
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
<!---[[File:Raid SN Juperos.png|300px|right|thumb|Melee build Super Novice farming in Juperos.]] [[File:Raku Meteor Strike OGH Norm.png|300px|right|thumb|Meteor Strike Super Novice in Old Glast Heim Normal.]] [[File:File:Melee SN HTF.png|300px|right|thumb|Meteor Strike Super Novice soloing Horror Toy Factory.]] --->
 
=== Stats and Traits ===
 
{| class="wikitable"
! 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:4658}}
|100-120
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|Main stat. Increases ATK and carrying capacity.
|-
|-
|AGI
|{{#item:27255}}
|60-100
|Good for Wind and Water focused builds.
|Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. Try to get 100 total AGI for full immunity against Bleeding and Sleep.
|-
|-
|VIT
|{{#item:27253}}
|70-80
|Good for Fire focused builds.
|Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun.
|-
|-
|INT
|{{#item:27250}}
|70-80
|Good for Neutral and Earth focused builds.
|Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
|-
|-
|DEX
|{{#item:27179}}
|60-80 / 120 (Ranged Hyper Novice builds)
|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.
|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:300458}}
|60-80 / 120-125 (Mega Sonic Blow builds)
|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.
|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).
|-
|-
|}
|{{#item:4077}}
 
{{#item:4327}}
{| class="wikitable"
|rowspan="4"|Accessory
! style="text-align: center; font-weight: bold; width: 100px" | Trait
|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="text-align: center; font-weight: bold; width: auto" | Amount
! style="text-align: center; font-weight: bold; width: auto" | Notes
|-
|-
|POW
|{{#item:27026}}
|110
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|Primary trait. Max this for the highest possible damage.
|-
|-
|STA
|{{#item:4577}}
|Optional
{{#item:300222}} <br>
|If more RES is needed and there are still some points to spare, grab a few points here.
{{#item:27125}} <br>
|-
{{#item:300364}} <br>
|WIS
{{#item:27161}} <br>
|Optional
{{#item:300216}} <br>
|If more MRES is needed and there are still some points to spare, grab a few points here.
{{#item:300211}} <br>
|-
{{#item:27262}} <br>
|SPL
{{#item:300218}} <br>
|0
{{#item:300006}} <br>
|'''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.
{{#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%)
|-
|-
|CON
|{{#item:300243}}
|72-110
|Boosts MATK. Use two of these for a more even spread of damage across all elements.
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait.
|-
|-
|CRT
|{{#item:1000857}}
|72-110
{{#item:1000859}} <br>
|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.
{{#item:25709}}
|Upper costume headgear, low costume headgear, garment costume
|The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three.
|-
|-
|}
|{{#item:25170}}
 
{{#item:25067}}
=== Skills ===
|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.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Skills: Physical
|{{#item:1001329}}
|Lower costume headgear
|This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me!
|-
|-
|<!---[[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:1001327}}
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.
{{#item:25454}} <br>
 
{{#item:1001326}}
{| class="wikitable" width="100%"
|Upper costume headgear, mid costume headgear, garment costume
! style=" width: 15% " | Skill
|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}}.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:1001327}}
{{#item:1001328}}<br>
{{#item:1001329}}<br>
{{#item:1001489}}
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits. However, reports of an upcoming skill may slightly reduce this combo's effectiveness, as it requires level 5 Self Study Tactics from the Physical Tree. Be a more powerful glass cannon, or a more tanky kind of mage with slightly less damage.
|-
|-
|{{#skill:48 |Double Attack}}
|}
|Optional
|}
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.


Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#skill:50 |Steal}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Pets
|5
|Steal items from one target. Prerequisite for Hiding.
|-
|-
|{{#skill:51 |Hiding}}
|
|1
 
|Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
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.
|-
|-
|{{#skill:28 |Heal}}
|}
|3
 
|Mainly for self-healing purposes.
===Tips and Tricks===
|-
|{{#skill:29 |Increase AGI}}
|10
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).


Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#skill:31 |Aqua Benedicta}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Leveling (WIP)
|1
|Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 200z per Holy Water bottle.
|-
|-
|{{#skill:34 |Blessing}}
|'''WORK IN PROGRESS''', placeholder, may contain suboptimal info
|Optional
 
|Makes you hit harder and more accurately. Optional.
'''Path 1: Questing Route'''
*1-20 Prontera Field / Culvert, grab Eden stuff
*20-45 Payon Dungeon, activate Manual at level 40
*45-70 Orc Dungeon, max Fire Ball
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*100-125 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest.
*125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips
*150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft {{#item:550080}}, then upgrade to {{#item:550081}} to make life so much easier. Level up in Illusion of Teddy Bear
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]])
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
*230-250 [[20 The Immortal]], Nif2 at 240
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]]
 
'''Path 2: GaoSuper (1-200)'''
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon.<br>
[[File:PandaAdmireWizardPNG.png|40x40px]]  [https://www.youtube.com/watch?v=QK-wNzp0ElA HAIL GAOSUPER!!!]  [[File:PandaAdmireWizardPNGmirror.png|40x40px]]
 
Timestamps and explanations (currently simplistic, will add more details later):
*0:00 - character creation
*0:20 - start, beginner quest
*1:55 - Stat distribution (/dex+ 99), Payon Dungeon
*More coming soon!
|-
|-
|{{#skill:9 |Increase SP Recovery}}
|}
|Optional
|Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here.
|-
|{{#skill:45 |Attention Concentrate}}
|10
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).


Your main source of DEX and AGI at higher levels. Max this.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#skill:24 |Ruwach}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy
|1
|Reveals and deals Holy Element magic damage to hidden enemies.
|-
|-
|{{#skill:26 |Teleport}}
|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.
|1
'''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. --->
|Save weight, money, inventory space and the grind for items that enable it!
 
 
<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) -->
|-
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#skill:11 |Napalm Beat}}
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1
|Optional
|Prerequisite for Soul Strike and Safety Wall.
|-
|-
|{{#skill:13 |Soul Strike}}
|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.
|Optional
 
|Prerequisite for Safety Wall.
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.
 
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). {{#item:50035}} is even better.
 
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
 
*'''Enemy no. 1 - Lava Toads.''' If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast {{#skill:479}}, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
*'''Enemy no. 2 - Fatums.''' They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with {{#skill:20}}, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
*'''Enemy no. 3 - The Waterborne, Kapha and Anolian.''' Kapha usually doesn't initiate with {{#skill:86}}, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, {{#skill:136}}, {{#skill:2447}}, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
*'''Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail.''' These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
*Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast {{#skill:92}}, removing {{#skill:29}}, {{#skill:45}}, and {{#skill:2478}} and reducing DEX and AGI. Really annoying because you need to recast those skills, but {{#item:12710}} fixes that problem. Pom Spiders can occasionally cast {{#skill:405}} when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
*Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's {{#skill:18}}.
|-
|-
|{{#skill:12 |Safety Wall}}
|}
|Optional
|While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!


Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Depth 2
|-
|-
|{{#skill:210 |Snatcher (Gank)}}
|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.
|4
 
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
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.
|-
|-
|{{#skill:213 |Tunnel Drive}}
|}
|2
 
|Moving while hiding makes escaping or positioning for a raid easier.
<!--- 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]]
 
'''For a better and more comprehensive guide on Physical Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]'''
 
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
<!---[[File:Raid SN Juperos.png|300px|right|thumb|Melee build Super Novice farming in Juperos.]] [[File:Raku Meteor Strike OGH Norm.png|300px|right|thumb|Meteor Strike Super Novice in Old Glast Heim Normal.]] [[File:File:Melee SN HTF.png|300px|right|thumb|Meteor Strike Super Novice soloing Horror Toy Factory.]] --->
 
=== Stats and Traits ===
 
{| class="wikitable"
! 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
|-
|-
|{{#skill:211 |Steal Coin (Mug)}}
|STR
|4
|100-120
|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.
|Main stat. Increases ATK and carrying capacity.
|-
|-
|{{#skill:212 |Back Stab}}
|AGI
|2
|60-100
|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.
|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.
|-
|-
|{{#skill:213 |Raid (Sightless Mind)}}
|VIT
|5
|70-80
|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.
|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.
 
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}}
|INT
|3
|70-80
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
|Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence.
|-
|-
|{{#skill:68 |Aspersio}}
|DEX
|1-5
|60-80 / 120 (Ranged Hyper Novice builds)
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|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.
|-
|-
|{{#skill:90 |Earth Spike}}
|LUK
|Optional
|60-80 / 120-125 (Mega Sonic Blow builds)
|Prerequisite for Quagmire.
|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).
|-
|-
|{{#skill:91 |Heaven's Drive}}
|}
|Optional
 
|Prerequisite for Quagmire.
{| 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
|-
|-
|{{#skill:92 |Quagmire}}
|POW
|Optional
|110
|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.
|Primary trait. Max this for the highest possible damage.
|-
|-
|{{#skill:5075 |Breakthrough}}
|STA
|5
|More HP, SP and received healing is always better. Max this.
|-
|{{#skill:5076 |Help Me Angel!}}
|Optional
|Optional
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|If more RES is needed and there are still some points to spare, grab a few points here.
|-
|-
|{{#skill:5077 |Transcendence}}
|WIS
|Optional
|Optional
|More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
|If more MRES is needed and there are still some points to spare, grab a few points here.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|SPL
|0
|'''Absolutely unnecessary''', because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying.
|-
|-
|{{#skill:5449 |Self Study Tactics}}
|CON
|5-10
|72-110
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|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.
|-
|-
|{{#skill:5451 |Double Bowling Bash}}
|CRT
|7-10
|72-110
|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.
|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.
|-
|-
|{{#skill:5452 |Mega Sonic Blow}}
|}
|7-10
 
|A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Despite the description, its CRIT Rate is actually dependent on CRIT Rate, not the CRT trait.
=== Skills ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#skill:5453 |Shield Chain Rush}}
! style="background-color:#880808; color:White;  width: 100% " |Skills: Physical
|7-10
|A spammable ranged physical attack which hits enemies in a 7x7 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down, but it seems like it's bugged for now.
|-
|-
|{{#skill:5454 |Spiral Pierce Max}}
|<!---[[File:Melee SN HTF.png|300px|right|thumb|With the power of the {{#item:16043| Chevrolet Suburban }}, a Super Novice makes sad Kimi happy.]] --->
|7-10
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.
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|-
|{{#skill:5461 |Breaking Limit}}
|1
|Significantly increases the damage of all skills in the Physical tree.
|-
|}
|}


=== Equipment ===
{| class="wikitable" width="100%"
 
! style=" width: 15% " | Skill
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
! style="background-color:#CC0000; color:White; width: 100% " |Equipment
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|-
|-
|<!---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!'''--->
|{{#skill:48 |Double Attack}}
|Optional
|At level 10, add a 70% chance to double attack while increasing Hit by 10%.


You can use Eden Gear or choose from the list below...
Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#skill:50 |Steal}}
|5
|Steal items from one target. Prerequisite for Hiding.
|-
|-
|{{#item:34805}}
|{{#skill:51 |Hiding}}
|Chest
|1
|[[Beginners Guide|Eden Academy]], Base Level 10
|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.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|-
|{{#item:5119}}
|{{#skill:28 |Heal}}
|Upper Headgear
|3
|Lighthalzen Armory (unslotted)
|Mainly for self-healing purposes.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:18776}}
|{{#skill:29 |Increase AGI}}
|Upper Headgear
|10
|Toad
|At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
|Part of the Angel's Set. Adds 3% SP recovery.
 
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
|-
|-
|{{#item:2340}}
|{{#skill:31 |Aqua Benedicta}}
|Armor
|1
|Yuno - King's Shop
|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.
|Starter Armor, though it's a little expensive at 89,000 zeny. At least you're no longer wearing stinky rags that came from the dump ({{#item:2352|Tattered Novice Ninja Suit }}).
|-
|-
|{{#item:15012}}
|{{#skill:34 |Blessing}}
|Armor
|Optional
|Orc Lady
|Makes you hit harder and more accurately. Optional.
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:2355}}
|{{#skill:9 |Increase SP Recovery}}
|Armor
|Optional
|Eclipse
|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.
|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}}
|{{#skill:45 |Attention Concentrate}}
|Shield
|10
|Lighthalzen Armory
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
|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.
 
Your main source of DEX and AGI at higher levels. Max this.
|-
|-
|{{#item:2183}}
|{{#skill:24 |Ruwach}}
|Shield
|1
|Mastering
|Reveals and deals Holy Element magic damage to hidden enemies.
|Part of the Angel's Set.
|-
|-
|{{#item:2512}}
|{{#skill:26 |Teleport}}
|Garment
|1
|Lighthalzen Armory
|Save weight, money, inventory space and the grind for items that enable it!
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20710}}
|{{#skill:11 |Napalm Beat}}
|Garment
|Optional
|Vagabond Wolf
|Prerequisite for Soul Strike and Safety Wall.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:2416}}
|{{#skill:13 |Soul Strike}}
|Footgear
|Optional
|Lighthalzen Armory
|Prerequisite for Safety Wall.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22015}}
|{{#skill:12 |Safety Wall}}
|Footgear
|Optional
|Vocal
|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!
|Part of the Angel's Set. HP +100.
 
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
|-
|-
|{{#item:2628}}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|Accessory
|Izlude Armor Dealer
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2607}}
|{{#skill:210 |Snatcher (Gank)}}
|Accessory
|4
|Dragon Fly
|Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#skill:213 |Tunnel Drive}}
|2
|Moving while hiding makes escaping or positioning for a raid easier.
|-
|-
|{{#item:35108}}
|{{#skill:211 |Steal Coin (Mug)}}
|Chest
|4
|[[Beginners Guide|Eden Academy]], Base Level 100
|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.
|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}}
|{{#skill:212 |Back Stab}}
 
|2
{{#item:470016}}
|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.
 
{{#item:480012}}
 
{{#item:490014}}
|Equipment Set
|1 {{#item:25223|Paradise Coin}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
|Good until level 125. '''It is highly recommended to complete the Eden Academy quest chain to get this over the other armors.''' While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the {{#item:100128|Noblesse Upgrade Ticket}}, for the low, low price of just a single {{#item:25223|Paradise Coin}}!
|-
|-
|{{#item:450123|Super Novice Suit}}
|{{#skill:213 |Raid (Sightless Mind)}}
|5
|Requires being hidden before use. This is your main source of damage. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.


{{#item:470018|Attack Boots}}
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.
 
{{#item:480016|Attack Manteau}}
 
{{#item:490017|Attack Ring}}
|Equipment Set
|3 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
|Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129|Refine Ticket}}, for the low cost of just 3 {{#item:25223|Paradise Coins}}!
|-
|-
|{{#item:450125|Grace Super Novice Suit}}
|{{#skill:66 |Impositio Manus}}
 
|3
{{#item:470020|Grace Attack Boots}}
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
 
{{#item:480018|Grace Attack Manteau}}
 
{{#item:490019|Grace Attack Ring}}
|Equipment Set
|4 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the {{#item:100130|Grace Upgrade Ticket}}, for the low cost of just 4 {{#item:25223|Paradise Coins}}!
|-
|-
|{{#item:450185|Paradise Luxury Suit }}
|{{#skill:68 |Aspersio}}
{{#item:470069|Paradise Luxury Boots }}
|1-5
|Armor and Shoes
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
|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 }}
|{{#skill:90 |Earth Spike}}
|Weapon
|Optional
|[[Eden Group]]
|Prerequisite for Quagmire.
|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  }}
|{{#skill:91 |Heaven's Drive}}
|Upper Headgear
|Optional
|Reno (@go 36), 20 Pure Energy Crystals
|Prerequisite for Quagmire.
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|-
|-
|{{#item:5358|Peco Ears }}
|{{#skill:92 |Quagmire}}
|Mid Headgear
|Optional
|[[Gold Coins]]
|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.
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|-
|{{#item:15068|Advanced Angelic Protection  }}
|{{#skill:5075 |Breakthrough}}
|Armor
|5
|Reno (@go 36), 20 Pure Energy Crystals
|More HP, SP and received healing is always better. Max this.
|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 }}
|{{#skill:5076 |Help Me Angel!}}
|Armor
|Optional
|[[Airship Assault]]
|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.
|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 }}
|{{#skill:5077 |Transcendence}}
|Dagger
|Optional
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
|More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
|An easy-to-get dagger with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. However, its damage somewhat falls off the larger the enemy (100% - 75% - 50% damage against small, medium and large-sized enemies respectively).
|-
|-
|{{#item:16040|Crimson Mace |slots=2 }}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|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  }}
|{{#skill:5449 |Self Study Tactics}}
|Shield
|5-10
|Reno (@go 36), 20 Pure Energy Crystals
|Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
|Part of the Advanced Angel's Set.
|-
|-
|{{#item:2113|Novice Shield  }}
|{{#skill:5451 |Double Bowling Bash}}
|Shield
|7-10
|Lighthalzen Armory
|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.
|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  }}
|{{#skill:5452 |Mega Sonic Blow}}
|Garment
|7-10
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|-
|-
|{{#item:20743|Cloak of Airship  }}
|{{#skill:5453 |Shield Chain Rush}}
|Garment
|7-10
|[[Airship Assault]]
|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.
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|-
|-
|{{#item:22015|Advanced Angelic Reincarnation  }}
|{{#skill:5454 |Spiral Pierce Max}}
|Footgear
|7-10
|Reno (@go 36), 20 Pure Energy Crystals
|A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
|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 }}
|{{#skill:5461 |Breaking Limit}}
|Footgear
|1
|[[Airship Assault]]
|Significantly increases the damage of all skills in the Physical tree.
|Use this to complete the Airship set. Gives an ASPD boost.
|-
|-
|{{#item:2921|Str Glove  }}
|}
|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.
=== Equipment ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
! style="background-color:#880808; color:White;  width: 100% " |Equipment
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''175-200'''
|<!---The {{#item:2942|Taekwon Manual }} will be very important across all levels - be sure to get it by completing the Eden quest chain and '''ALL tutorials.''' It allows use of a gap closer, level 5 {{#skill:421 |Flying Side Kick}}, and the ability to change your weapon's element to either Earth, Wind, Water or Fire via {{#skill:425 |Warm Wind}}, though only until level 4. Place this on your right accessory slot (lowest left side in the equipment window). '''The ability to equip Novice Job Manuals is a custom feature. It may not be the case in other servers!'''--->
 
You can use Eden Gear or choose from the list below...
{| class="wikitable" width="100%"
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | 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  }}
|{{#item:34805}}
|Mid Headgear
|Chest
|Owl Viscount, Owl Marquees
|[[Beginners Guide|Eden Academy]], Base Level 10
|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 }}.
|'''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:5361|Gangster Scarf }}
|{{#item:5119}}
|Lower Headgear
|Upper Headgear
|Cash Shop
|Lighthalzen Armory (unslotted)
[[Custom Headgear Quests]]
Holden (slotted)
|Gives ATK+5.
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:15376|Illusion Armor A-type}}
|{{#item:18776}}
|Armor
|Upper Headgear
|[[Illusion]]
|Toad
|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)}}.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:510039|Paradise Super Novice Dagger }}
|{{#item:2340}}
|Weapon
|Armor
|[[Eden Group]]
|Yuno - King's Shop
|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.
|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:16043| Meteor Strike|slots=2 }}
|{{#item:15012}}
|Mace
|Armor
|[[Meteor Strike Quest]]
|Orc Lady
|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.
|Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:16040|Crimson Mace |slots=2 }}
|{{#item:2355}}
|Mace
|Armor
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|Eclipse
|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!
|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:500007|Hypocrisy Machine |slots=3 }}
|{{#item:2113}}
|One-Handed Sword
|Shield
|Broken Security Beta, Verporte
|Lighthalzen Armory
|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.
|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:510071|Patent Blessed Knife |slots=2 }}
|{{#item:2183}}
|Dagger
|[[Ancient Hero]]
|This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 <s>{{#skill:2284 |Fatal Menace}}</s> '''FATAL MENAS™''' at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
|-
|{{#item:2113|Novice Shield  }}
|Shield
|Shield
|Lighthalzen Armory
|Mastering
|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.
|Part of the Angel's Set.
|-
|-
|{{#item:460017|Illusion Guard  }}
|{{#item:2512}}
|Shield
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|{{#item:28942|Cursed Knight's Shield  }}
|Shield
|Cash Shop
|A nice shield that provides many bonuses, especially at higher refines. Highly recommended to keep it at +4 in case you want to upgrade it to a Purified Knight's Shield.
|-
|{{#item:20718|Giant Faceworm Skin  }}
|Garment
|Garment
|[[Faceworm's Nest]]
|Lighthalzen Armory
|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.
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20933|Illusion Engine Wing A-type}}
|{{#item:20710}}
|Garment
|Garment
|[[Illusion]]
|Vagabond Wolf
|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)}}.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:2576|Heroic Backpack  }}
|{{#item:2416}}
|Garment
|Footgear
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|Lighthalzen Armory
|When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22011|Temporal Boots of Luck  }}
|{{#item:22015}}
|Footgear
|Footgear
|[[Old Glast Heim]]
|Vocal
[[Temporal Boots]]
|Part of the Angel's Set. HP +100.
|When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds.
 
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
|-
|-
|{{#item:22196|Illusion Leg A-type  }}
|{{#item:2628}}
|Accessory
|Accessory
|[[Illusion]]
|Izlude Armor Dealer
|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.
|Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:22238|Great Hero Boots}}
|{{#item:2607}}
|Footgear
|
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:510071|Patent Blessed Knife |slots=2 }}. Try to refine this to +11, then use the {{#item:100747|Hero's Weapon Modification Box (Superior)}} to turn it to a +10 Hero Boots-LT.
|-
|{{#item:2963|Physical Enhancer Ring  }}
|Accessory
|Accessory
|[[Geffen Magic Tournament]]
|Dragon Fly
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
|Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
|-
|-
|{{#item:52228|King Schmidt's Strong Insignia  }}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|Accessory
|[[Fall of Glast Heim]]
|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  }}
|{{#item:35108}}
|Accessory
|Chest
|[[Illusion]]
|[[Beginners Guide|Eden Academy]], Base Level 100
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|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:42208|Illusion Booster L  }}
|{{#item:450122}}
|Accessory
 
|[[Illusion]]
{{#item:470017}}
|ATK +5%. {{#item:39544|Modification Orb (Drain Soul)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
 
{{#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:24318|Super Novice Shadow Shield }}
|{{#item:450124}}
|Shadow Gear
 
|[[High Rank Shadow Gear]]
{{#item:470019}}
|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:480017}}
 
{{#item:490018}}
|Equipment Set
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]] quest line.
|Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129}}, at the cost of...
|-
|-
|{{#item:24282|Super Novice Shadow Gauntlet }}
|{{#item:450126}}
|Shadow Gear
 
|[[High Rank Shadow Gear]]
{{#item:470021}}
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Sword Mastery to further pierce DEF.
 
|-
{{#item:480019}}
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
 
{{#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:5897|Ascendant Crown  }}
|{{#item:450185|Paradise Luxury Suit }}
|Upper Headgear
{{#item:470069|Paradise Luxury Boots }}
|[[Cash Shop]]
|Armor and Shoes
|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.
|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:34281|Clark Sidecap EVT}}
|{{#item:510039|Paradise Super Novice Dagger }}
|Headgear
|Weapon
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|[[Eden Group]]
|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.
|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:34278|Chung Cap EVT}}
|{{#item:18776|Advanced Angel's Kiss  }}
{{#item:34280|Stripe Cap EVT}}<br>
|Upper Headgear
{{#item:34284|Red Coronet EVT}}
|Reno (@go 36), 20 Pure Energy Crystals
|Headgear
|Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost ranged physical damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of {{#item:35160|ET insta-polish}} for 3 {{#item:32417|Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|-
|-
|{{#item:410080|Deep Blue Sunglasses }}
|{{#item:5358|Peco Ears }}
|Middle Headgear
|Mid Headgear
|
|[[Gold Coins]]
|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.
|Adds a little bit of AGI and MDEF for slightly increased survivability.
|-
|-
|{{#item:400002|Victory Wing Ears }}
|{{#item:15068|Advanced Angelic Protection  }}
|Middle Headgear
|Armor
|
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|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:18754|Blood Sucker}}
|{{#item:15116|Armor of Airship }}
|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.
|-
|{{#item:450127|Automatic Armor A-type}}
|Armor
|Armor
|[[Illusion]]
|[[Airship Assault]]
|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)}}.
|No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
|-
|-
|{{#item:510054|Fortified Edge |slots=2 }}
|{{#item:28705|Crimson Dagger |slots=2 }}
|Dagger
|Dagger
|Broken Security Beta, Verporte
|Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8.
|An easy-to-get dagger with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. However, its damage somewhat falls off the larger the enemy (100% - 75% - 50% damage against small, medium and large-sized enemies respectively).
|-
|-
|{{#item:510039|Paradise Super Novice Dagger }}
|{{#item:16040|Crimson Mace |slots=2 }}
|Dagger
|Mace
|[[Eden Group]]
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
|An 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:500007|Hypocrisy Machine |slots=3 }}
|{{#item:2183|Advanced Angelic Guard  }}
|One-Handed Sword
|Shield
|Broken Security Beta, Verporte
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|Part of the Advanced Angel's Set.
|-
|{{#item:510072|Blessed Knife-LT |slots=2 }}
|Dagger
|[[Ancient Hero]]
|Currently the most powerful evolution of the Blessed Knife, it grows stronger the more it is refined and graded. Level 10 Fatal Menace is granted at +7, just like its lesser Patent form. Best paired with {{#item: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 }}
|One-Handed Sword
|[[Tomb of Remorse]]
|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  }}
|{{#item:2113|Novice Shield  }}
|Shield
|Shield
|Lighthalzen Armory
|Lighthalzen Armory
|If a Purified Knight's Shield, Illusion Guard or Illusion Silver Guard are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
|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:460017|Illusion Guard }}
|{{#item:20710|Advanced Angelic Cardigan }}
|Shield
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|{{#item:28946|Purified Knight's Shield  }}
|Shield
|Cash Shop
|A fantastic shield that provides many bonuses, especially at higher refines. Try to get the "Remove weapon's size penalty enchant", AKA free Drake Card, especially when you plan on using the {{#item:510072|Blessed Knife-LT |slots=2 }} as your main weapon.
|-
|{{#item:460018|Illusion Silver Guard  }}
|Shield
|Cash Shop
|Reduces VCT and ACD depending on refine rate. While it doesn't have the Purified Knight's Shield's Drake Card enchant, its VCT and ACD reductions are still very useful for all builds.
|-
|{{#item:480020|Automatic Engine Wing A-type}}
|Garment
|Garment
|[[Sage's Legacy]]
|Reno (@go 36), 20 Pure Energy Crystals
|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)}}.
|Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
|-
|-
|{{#item:480124|Convertible Physical Wing}}
|{{#item:20743|Cloak of Airship  }}
|Garment
|Garment
|[[Sunken Sands]]
|[[Airship Assault]]
|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.
|An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
|-
|-
|{{#item:480197|Convertible Critical Wing}}
|{{#item:22015|Advanced Angelic Reincarnation  }}
|Garment
|Footgear
|[[Sunken Sands]]
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
|-
|-
|{{#item:470022|Automatic Leg A-type}}
|{{#item:22046|Boots of Airship }}
|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
|Footgear
|
|[[Airship Assault]]
|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.
|Use this to complete the Airship set. Gives an ASPD boost.
|-
|-
|{{#item:490024|Automatic Booster R}}
|{{#item:2921|Str Glove  }}
|Accessory
|Accessory
|[[Sage's Legacy]]
|Eclage Glove Seller (10 Splendide Coins)
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between {{#item:1000137|Automatic Module (Drain Life)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000117|Automatic Module (Fatal)}} and {{#item:1000144|Automatic Module (All Force)}}.
|If 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:490025|Automatic Booster L }}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''175-200'''
|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}}
|{{#item:5897|Ascendant Crown  }}
|Shadow Gear
|Upper Headgear
|[[Ancient Laboratory]]
|[[Cash Shop]]
|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.
|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 Power Shadow Bangle and Brooch below to get the DEF pierce, just this glove and the SN Shadow Shield below and the refine rate of both. Type @battlestats or @bs to confirm.'''
|-
|-
|{{#item:24318|Super Novice Shadow Shield }}
|{{#item:18874|Monocle  }}
|Shadow Gear
|Mid Headgear
|go 15
|Owl Viscount, Owl Marquees
|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.
|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:24150|Infinity Shadow Ring }}
|{{#item:5361|Gangster Scarf }}
{{#item:24151|Infinity Shadow Bracer }}
|Lower Headgear
|Shadow Gear
|Cash Shop
|go 15
[[Custom Headgear Quests]]
|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.
|Gives ATK+5.
|-
|-
|}
|{{#item:15376|Illusion Armor A-type}}
|}
|Armor
 
|[[Illusion]]
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|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)}}.
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Sample equipment builds (Coming soon!)
|{{#item:510039|Paradise Super Novice Dagger }}
|Weapon
|[[Eden Group]]
|Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
|-
|-
|
|{{#item:16043| Meteor Strike|slots=2 }}
{| class="wikitable" width="100%"
|Mace
! style=" width: 20% " | Item
|[[Meteor Strike Quest]]
! style=" width: 10% " | Type
|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.
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:16040|Crimson Mace |slots=2 }}
|Mace
|Am Mut, Earth Petite, Erend, Marionette,  Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
|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:34805|Eden Equipment Chest [Physical] |slots=0 }}
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|Chest
|One-Handed Sword
|[[Beginners Guide|Eden Academy]], Base Level 10
|Broken Security Beta, Verporte
|'''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.
|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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#item:510071|Patent Blessed Knife |slots=2 }}
|Dagger
|[[Ancient Hero]]
|This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 <s>{{#skill:2284 |Fatal Menace}}</s> '''FATAL MENAS™''' at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
|-
|-
|{{#item:35108|Adv. Eden Chest [Physical] |slots=0 }}
|{{#item:2113|Novice Shield  }}
|Chest
|Shield
|[[Beginners Guide|Eden Academy]], Base Level 100
|Lighthalzen Armory
|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.
|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:450121|Noblesse Super Novice Suit}}
|{{#item:460017|Illusion Guard  }}
 
|Shield
{{#item:470016|Noblesse Attack Boots}}
|[[Illusion of Twins]]
 
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
{{#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:28942|Cursed Knight's Shield  }}
|Shield
|Cash Shop
|A nice shield that provides many bonuses, especially at higher refines. Highly recommended to keep it at +4 in case you want to upgrade it to a Purified Knight's Shield.
|-
|-
|{{#item:5897|Ascendant Crown }}
|{{#item:20718|Giant Faceworm Skin }}
|Upper Headgear
|Garment
|[[Cash Shop]]
|[[Faceworm's Nest]]
|A very good headgear that provides a lot of bonuses, especially at higher refines.
|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.
|-
|-
| style="background-color: #CC0000; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#item:20933|Illusion Engine Wing A-type}}
|Garment
|[[Illusion]]
|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:5897|Ascendant Crown }}
|{{#item:2576|Heroic Backpack }}
|Upper Headgear
|Garment
|[[Cash Shop]]
|[[Gold Coins]] for the Vending Machine (@go 36), [[Monster Hunter]] Shop, Valor Badges from [[Battlegrounds]]
|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.
|When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
|-
|-
|}
|{{#item: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.


=== Cards and Pets ===
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!'''
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |'''Cards and Costume Stones'''
|{{#item:22196|Illusion Leg A-type  }}
|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}}
|Footgear
|
|
{| 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: 20% " | Card
|-
! style=" width: 10% " | Slot
|{{#item:2963|Physical Enhancer Ring  }}
! style=" width: 80% " | Notes
|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  }}
|Accessory
|[[Fall of Glast Heim]]
|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:4468}}
|{{#item:42207|Illusion Booster R  }}
{{#item:4458}}
|Accessory
|Headgear
|[[Illusion]]
|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.
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
| {{#item:30150}}
|{{#item:42208|Illusion Booster L  }}
|Headgear
|Accessory
|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.
|[[Illusion]]
|ATK +5%. {{#item:39544|Modification Orb (Drain Soul)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants.
|-
|-
|{{#item:40015}}
|{{#item:24318|Super Novice Shadow Shield }}
|Headgear
|Shadow Gear
|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.
|[[High Rank Shadow Gear]]
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if if necessary, max Double Attack for faster ASPD.
|-
|-
|{{#item:27328}}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Headgear
|Shadow Gear
|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.
|[[High Rank Shadow Gear]]
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.
|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.
 
When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.
 
When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.
 
When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
 
'''When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.'''
 
When equipped with Phen Card, reduces variable casting time by 25%.
 
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
 
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
 
When equipped with Magalodon Card, Def + 100.
|-
|-
|{{#item:27288}}
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|Armor
|Early-mid game card. Increases Hit and ATK.
|-
|-
|{{#item:4393}}
|{{#item:5897|Ascendant Crown  }}
|Armor
|Upper Headgear
|Every 18 Base STR = +1 INT. When paired with {{C#item:300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
|[[Cash Shop]]
|A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.
|-
|-
|{{#item:4392}}
|{{#item:34281|Clark Sidecap EVT}}
|Armor
|Headgear
|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.
|[[Endeavor Tokens]] shop in @go 50, 2nd floor
|Ignoring the OS weapons bonuses, this is the only one that boosts Melee damage. To easily get them to +10, refine them to +4, buy a couple of {{#item:35160|ET insta-polish}} for 3 {{#item:32417|Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random.
|-
|-
|{{#item:300310}}
|{{#item:34278|Chung Cap EVT}}
|Armor
{{#item:34280|Stripe Cap EVT}}<br>
|Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with {{C#item:300422 }} for melee builds or {{C#item:300426}} for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption.
{{#item:34284|Red Coronet EVT}}
|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:4082}}
|{{#item:410080|Deep Blue Sunglasses }}
|Weapon
|Middle Headgear
|ATK +5 and increases damage to Small monsters by 15%. When combined with the '''Corrupt Life Card''', damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative.
|
|Requires a 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:4117}}
|{{#item:400002|Victory Wing Ears }}
|Weapon
|Middle Headgear
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|
|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:4115}}
|{{#item:18754|Blood Sucker}}
|Weapon
|Lower 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.
|{{#item:28620|Lower Hat Box}}
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
|-
|-
|{{#item:31024}}
|{{#item:450127|Automatic Armor A-type}}
|Weapon
|Armor
|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.
|[[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:27339}}
|{{#item:510054|Fortified Edge |slots=2 }}
|Weapon
|Dagger
|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.
|Broken Security Beta, Verporte
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8.
|-
|-
|{{#item:300231}}
|{{#item:510039|Paradise Super Novice Dagger }}
|Weapon
|Dagger
|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?'''
|[[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:300420}}
|{{#item:500007|Hypocrisy Machine |slots=3 }}
|Weapon
|One-Handed Sword
|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.
|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:4608}}
|{{#item:510072|Blessed Knife-LT |slots=2 }}
|Weapon
|Dagger
|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.
|[[Ancient Hero]]
|Currently the most powerful evolution of the Blessed Knife, it grows stronger the more it is refined and graded. Level 10 Fatal Menace is granted at +7, just like its lesser Patent form. Best paired with {{#item: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:300263}}
|{{#item:500046|Poenitentia Orbis |slots=2 }}
|Weapon
|One-Handed Sword
|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.
|[[Tomb of Remorse]]
|A sword that boosts {{#skill:5453 |Shield Chain Rush}} and {{#skill:5451 |Double Bowling Bash}} damage, especially at higher refines and grades.
|-
|-
|{{#item:4609}}
|{{#item:2113|Novice Shield  }}
|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 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:300240}}
|{{#item:460017|Illusion Guard  }}
|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.
|[[Illusion of Twins]]
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
|-
|-
|{{#item:4413}}
|{{#item:28946|Purified Knight's Shield  }}
|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.
|Cash Shop
|A fantastic shield that provides many bonuses, especially at higher refines. Try to get the "Remove weapon's size penalty enchant", AKA free Drake Card, especially when you plan on using the {{#item:510072|Blessed Knife-LT |slots=2 }} as your main weapon.
|-
|-
|{{#item:4588}}
|{{#item:460018|Illusion Silver Guard  }}
|Garment
|Shield
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|Cash Shop
|Reduces VCT and ACD depending on refine rate. While it doesn't have the Purified Knight's Shield's Drake Card enchant, its VCT and ACD reductions are still very useful for all builds.
|-
|-
|{{#item:27176}}
|{{#item:480020|Automatic Engine Wing A-type}}
|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.
|[[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)}}.
|-
|-
|{{#item:300271}}
|{{#item:480124|Convertible Physical Wing}}
|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.
|[[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:300270}}
|{{#item:480197|Convertible Critical Wing}}
|Garment
|Garment
|One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base DEX.
|[[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:300422}}
|{{#item:470022|Automatic Leg A-type}}
|Garment
|Shoes
|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.
|[[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:300426}}
|{{#item:470094|Hero Boots-LT}}
|Garment
|Footgear
|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.
|
|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:27249}}
|{{#item:490024|Automatic Booster R}}
|Footgear
|Accessory
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|[[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:27251}}
|{{#item:490025|Automatic Booster L }}
|Footgear
|Accessory
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|[[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:27252}}
|{{#item:24619|Super Power Shadow Glove}}
|Footgear
|Shadow Gear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|[[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:27258}}
|{{#item:24318|Super Novice Shadow Shield }}
|Footgear
|Shadow Gear
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|go 15
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD.
|-
|-
|{{#item:27256}}
|{{#item:24150|Infinity Shadow Ring }}
|Footgear
{{#item:24151|Infinity Shadow Bracer }}
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|Shadow Gear
|go 15
|Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick.
|-
|}
|}
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#item:30144}}
! style="background-color:#880808; color:white; width: 100% " |Quality of Life Equipment
|Footgear
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|-
|-
|{{#item:27183}}
|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:
|Accessory
<gallery>
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
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:300108}}
| style="background-color: #880808; color:white; text-align: center;" colspan="4" | Life of Quality Equipment
|Accessory
{| class="wikitable" width="100%"
|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.
! style=" width: 20% " | Item
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:27171}}
|{{#item:19204}}
|Accessory
|Upper Headgear
|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.
|[[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:27170}}
|{{#item:19154}}
|Accessory
|Lower Headgear
|AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
|{{#item: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:300242}}
|{{#item:28900}}
|Accessory
|Shield
|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.
|[[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:25207}}
|{{#item:2576}}<s>of {{#skill:1013}}</s>
{{#item:25208}}
|Garment <s>of {{#skill:1013}}</s>
|Upper costume headgear, garment costume
|[[Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings|Equipment Crafting]] <s>of {{#skill:1013}}</s>
|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.
|'''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:25210}}
|{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}}
{{#item:25209}}
|Garment
|Upper costume headgear, garment costume
|Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE ''perfectly cut scream''
|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.
|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:1000377}}
{{#item:1000378}}<br>
{{#item:1000379}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost melee damage.
|-
|{{#item:25304}}
{{#item:25060}}<br>
{{#item:25305}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|{{#item:1000375}}
{{#item:25061}}<br>
{{#item:1000376}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost ranged damage.
|-
|{{#item:1001328}}
|Mid costume headgear
|This mid headgear costume stone is not yet implemented.
|-
|{{#item:25710}}
{{#item:25492}} <br>
{{#item:1001326}}
|Upper costume headgear, lower costume headgear, garment costume
|{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It.
|-
|-
|}
|}
|}
|}
=== Cards and Pets ===


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Pets
! style="background-color:#880808; color:White;  width: 100% " |'''Cards and Costume Stones'''
|-
|-
|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.
|
 
{| class="wikitable" width="100%"
*{{#item:9002 }}: Hit+3, ATK+3
! style=" width: 20% " | Card
*{{#item:9005}}: STR+1, ATK+5
! style=" width: 10% " | Slot
*{{#item:9090}}: ATK+4%
! style=" width: 80% " | Notes
*{{#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:4468}}
 
{{#item:4458}}
=== Tips and Tricks ===
|Headgear
 
|Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
| {{#item:30150}}
|Headgear
|One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate.
|-
|-
! style="background-color:#CC0000; color:White;  width: 100% " |Strategy (WIP)
|{{#item:40015}}
|Headgear
|Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear.
|-
|-
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
|{{#item:27328}}
|Headgear
|Early-game card dropped by all [[Bios Island]] non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.


When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.


<u>Super Novice:</u>
When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.


*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.
When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
*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.
'''When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.'''


When equipped with Phen Card, reduces variable casting time by 25%.


<u>Ex. Super Novice</u>
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
When soloing, I get writer's block!


In a party setting, I also get writer's block!
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
 
 
<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.


When equipped with Magalodon Card, Def + 100.
|-
|-
|}
|{{#item:27288}}
 
|Armor
<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene  --->
|Early-mid game card. Increases Hit and ATK.
 
== 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:4393}}
|1+
|Armor
|Leftover. Mainly used for increased carrying capacity.
|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.
|-
|-
|AGI
|{{#item:4392}}
|60-80
|Armor
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
|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.
|-
|-
|VIT
|{{#item:300310}}
|70-80
|Armor
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|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.
|-
|-
|INT
|{{#item:4082}}
|120+
|Weapon
|Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|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.
|-
|-
|DEX
|{{#item:4117}}
|120+
|Weapon
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum.
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|-
|-
|LUK
|{{#item:4115}}
|1+
|Weapon
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration.
|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.
|-
|-
|}
|{{#item:31024}}
 
|Weapon
{| class="wikitable"
|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.
! 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:27339}}
|0
|Weapon
|Not needed.
|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.
|-
|-
|STA
|{{#item:300231}}
|0 or 30-97
|Weapon
|Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value.
|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?'''
|-
|-
|WIS
|{{#item:300420}}
|0 or 30-97
|Weapon
|Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value.
|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.
|-
|-
|SPL
|{{#item:4608}}
|100
|Weapon
|Primary trait. Max this for the highest possible Magic Damage.
|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.
|-
|-
|CON
|{{#item:300263}}
|0 or 30-97
|Weapon
|Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee.
|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.
|-
|-
|CRT
|{{#item:4609}}
|0
|Shield
|Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess?
|Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
|-
|-
|}
|{{#item:300240}}
 
|Shield
===Skills===
|A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " | Skills: Super Novice
|{{#item:4413}}
|Shield
|A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|-
|-
|
|{{#item:4588}}
{| class="wikitable" width="100%"
|Garment
! style=" width: 15% " | Skill
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:27176}}
|Garment
|Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
|-
|-
|{{#Skill:19}}
|{{#item:300271}}
|4
|Garment
|Prerequisite for Fireball.
|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.
|-
|-
|{{#Skill:17}}
|{{#item:300270}}
|6-10
|Garment
|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.
|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.
|-
|-
|{{#Skill:10}}
|{{#item:300422}}
|1
|Garment
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|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.
|-
|-
|{{#Skill:14}}
|{{#item:300426}}
|5
|Garment
|Prerequisite for Frost Diver.
|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.
|-
|-
|{{#Skill:15}}
|{{#item:27249}}
|1
|Footgear
|Prerequisite for Storm Gust.
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#Skill:20}}
|{{#item:27251}}
|4
|Footgear
|Prerequisite for Thunderstorm and Jupitel Thunder.
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#Skill:21}}
|{{#item:27252}}
|1
|Footgear
|Prerequisite for Lord of Vermillion.
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#Skill:11}}
|{{#item:27258}}
|1
|Footgear
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|-
|-
|{{#Skill:16}}
|{{#item:27256}}
|1
|Footgear
|Prerequisite for Earth Spike.
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|-
|-
|{{#Skill:9}}
|{{#item:30144}}
|5-10
|Footgear
|Compensates for the Super Novice's very low SP pool.
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|-
|-
|{{#Skill:28}}
|{{#item:27183}}
|3-10
|Accessory
|Mainly for self-healing. Also helpful in healing teammates.
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|-
|-
|{{#Skill:29}}
|{{#item:300108}}
|10
|Accessory
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|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.
|-
|-
|{{#Skill:22}}
|{{#item:27171}}
|5
|Accessory
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|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.
|-
|-
|{{#Skill:34}}
|{{#item:27170}}
|10
|Accessory
|Grants STR, INT and DEX bonuses. Very useful buff.
|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.
|-
|-
|{{#Skill:24}}
|{{#item:300242}}
|1
|Accessory
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|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.
|-
|-
|{{#Skill:26}}
|{{#item:25207}}
|1
{{#item:25208}}
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|Upper costume headgear, garment costume
|If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects.
|-
|-
|{{#Skill:12}}
|{{#item:25210}}
|Optional
{{#item:25209}}
|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!
|Upper costume headgear, garment costume
|If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects.
|-
|-
|{{#Skill:43}}
|{{#item:1000377}}
|3
{{#item:1000378}}<br>
|Prerequisite for Vulture's Eye.
{{#item:1000379}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost melee damage.
|-
|-
|{{#Skill:44}}
|{{#item:25304}}
|1
{{#item:25060}}<br>
|Prerequisite for Attention Concentrate.
{{#item:25305}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|-
|{{#Skill:45}}
|{{#item:1000375}}
|10
{{#item:25061}}<br>
|Your main source of DEX and AGI. Max this one for reduced cast times.
{{#item:1000376}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost ranged damage.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|{{#item:1001328}}
|Mid costume headgear
|This mid headgear costume stone is not yet implemented.
|-
|-
|{{#Skill:81}}
|{{#item:25710}}
|2
{{#item:25492}} <br>
|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.
{{#item:1001326}}
|Upper costume headgear, lower costume headgear, garment costume
|{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It.
|-
|-
|{{#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.'''
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#Skill:84}}
! style="background-color:#880808; color:White;  width: 100% " |Pets
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|-
|{{#Skill:85}}
|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.
|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.  
*{{#item:9002 }}: Hit+3, ATK+3
*{{#item:9005}}: STR+1, ATK+5
*{{#item:9090}}: ATK+4%
*{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item: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
|-
|-
|{{#Skill:90}}
|}
|3
 
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
=== Tips and Tricks ===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#Skill:91}}
|1-5
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|-
|{{#Skill:92}}
! style="background-color:#880808; color:White;  width: 100% " |Strategy (WIP)
|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}}
|The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
|Optional
 
|Provides additional Weapon ATK and MATK to you and the whole party.
 
|-
<u>Super Novice:</u>
|{{#Skill:74}}
 
|5
*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.
|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.
*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.
|{{#Skill:248}}
*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.
|Optional
 
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
When in a party... I have writer's block.
|-
 
|{{#Skill:249}}
 
|Optional
<u>Ex. Super Novice</u>
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
When soloing, I get writer's block!
|-
 
|{{#Skill:5076}}
In a party setting, I also get writer's block!
|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.
 
|-
<u>Hyper Novice</u>
|{{#Skill:5075}}
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.
|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.
<!--- 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  --->


{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
== 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
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
|STR
|100+ or 120
|Depending on which gears are less powerful, adjust STR or INT accordingly.
|-
|-
|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.
|AGI
{| class="wikitable" width="100%"
|80+
! style=" width: 15% " | Skill
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|VIT
|80+
|Increases Max HP while reducing the chances of getting inflicted by Poison.
|-
|-
|{{#Skill:9}}
|INT
|10
|100+ or 120
|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.
|Depending on which gears are less powerful, adjust STR or INT accordingly.
|-
|-
|{{#Skill:28}}
|DEX
|10
|100+ or 1-9
|Mainly for self-healing. Also helpful in healing teammates.
|DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10.
|-
|-
|{{#Skill:29}}
|LUK
|10
|80+
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow.
|-
|-
|{{#Skill:22}}
|}
|5
 
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
{| 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
|-
|-
|{{#Skill:34}}
|POW
|10
|0-110
|Grants STR, INT and DEX bonuses. Very useful buff.
|Adjust POW or SPL accordingly depending on which gears are less powerful.
|-
|-
|{{#Skill:24}}
|STA
|1
|0
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|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.
|-
|-
|{{#Skill:26}}
|SPL
|1
|0-110
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|Adjust POW or SPL accordingly depending on which gears are less powerful.
|-
|-
|{{#Skill:12}}
|CON
|Optional
|50-110
|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!
|Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate.
|-
|-
|{{#Skill:43}}
|CRT
|10
|50-80
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using {{#skill:5452}}
|-
|-
|{{#Skill:44}}
|}
|1
 
|Prerequisite for Attention Concentrate.
===Skills===
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
|{{#Skill:45}}
! style="background-color:#66023C; color:White;  width: 100% " | Skills: Super Novice
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#Skill:66}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|Optional
|Provides additional ATK and MATK to you and the whole party.
|-
|-
|{{#Skill:74}}
|{{#Skill:19}}
|Optional
|4
|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 Fireball.
|-
|-
|{{#Skill:248}}
|{{#Skill:17}}
|Optional
|6-10
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|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:249}}
|{{#Skill:10}}
|Optional
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|-
|{{#Skill:5076}}
|1
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|-
|-
|{{#Skill:5075}}
|{{#Skill:14}}
|5
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|Prerequisite for Frost Diver.
|-
|{{#Skill:15}}
|1
|Prerequisite for Storm Gust.
|-
|-
|{{#Skill:5077}}
|{{#Skill:20}}
|5
|4
|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 Thunderstorm and Jupitel Thunder.
|-
|-
|{{#Skill:108}}
|{{#Skill:21}}
|1
|1
|Requires level 1 {{#skill:105 |Hilt Binding}} and level 1 {{#skill:107 |Weapon Research}}
|Prerequisite for Lord of Vermillion.
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.
|-
|-
|}
|{{#Skill:11}}
 
|1
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.
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
 
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice'''
|{{#Skill:16}}
|1
|Prerequisite for Earth Spike.
|-
|-
|{{#Skill:248}}
|{{#Skill:9}}
|7 or 9
|5-10
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|Compensates for the Super Novice's very low SP pool.
|-
|-
|{{#Skill:5455}}
|{{#Skill:28}}
|5 or 8
|3-10
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.
|Mainly for self-healing. Also helpful in healing teammates.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
|-
|-
|{{#Skill:5456}}
|{{#Skill:29}}
|9
|10
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Very short Aftercast Delay
|-
|-
|{{#Skill:5457}}
|{{#Skill:22}}
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|{{#Skill:34}}
|10
|10
|A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.
|Grants STR, INT and DEX bonuses. Very useful buff.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
|-
|-
|{{#Skill:5458}}
|{{#Skill:24}}
|5 or 10
|1
|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.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
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}}
|{{#Skill:26}}
|7
|1
|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.
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
|-
|-
|{{#Skill:5460}}
|{{#Skill:12}}
|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
|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.
|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.
===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
|{{#Skill:44}}
|1
|Prerequisite for Attention Concentrate.
|-
|-
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|{{#Skill:45}}
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|-
|-
! style="background-color:#FFFFCC; color:Black; width: 100% " |Equipment
| 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.
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Super Novice'''
|{{#Skill:83}}
{| class="wikitable" width="100%"
|10
! style=" width: 20% " | Item
|Bombards an area with meteors, dealing Fire Element damage.
! style=" width: 10% " | Type
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|'''Paradise Set'''
|{{#Skill:89}}
|Chest
|1 or 10
|[[Beginners Guide|Eden Academy]], Base Level 100
|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.
|'''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.
 
'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
|-
|-
|{{#item:5119}}
|{{#Skill:84}}
|Upper Headgear
|5-10
|Lighthalzen Armory (unslotted)
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
Holden (slotted)
|Starter Headgear. Gives +1 all stats.
|-
|-
|{{#item:18776}}
|{{#Skill:85}}
|Upper Headgear
|10
|Toad
|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.  
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:2340}}
|{{#Skill:90}}
|Armor
|3
|Yuno - King's Shop
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|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}}
|{{#Skill:91}}
|Armor
|1-5
|Orc Lady
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
|-
|-
|{{#item:2355}}
|{{#Skill:92}}
|Armor
|5
|Eclipse
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|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}}
|{{#Skill:66}}
|Shield
|Optional
|Lighthalzen Armory
|Provides additional Weapon ATK and MATK to you and the whole party.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item:2183}}
|{{#Skill:74}}
|Shield
|5
|Mastering
|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.
|Part of the Angel's Set.
|-
|-
|{{#item:2512}}
|{{#Skill:248}}
|Garment
|Optional
|Lighthalzen Armory
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|Starter Garment - gives 10% Neutral resistance.
|-
|-
|{{#item:20710}}
|{{#Skill:249}}
|Garment
|Optional
|Vagabond Wolf
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:2416}}
|{{#Skill:5076}}
|Footgear
|1
|Lighthalzen Armory
|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.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22015}}
|{{#Skill:5075}}
|Footgear
|Optional
|Vocal
|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.
|Part of the Angel's Set. HP +100.
|-
|-
|{{#item:2628}}
|{{#Skill:5077}}
|Accessory
|5
|Izlude Armor Dealer
|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.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:2607}}
|}
|Accessory
|}
|Dragon Fly
 
|Gives 10SP.
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: #FFFFCC; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
! style="background-color:#66023C; color:White; width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova)
|-
|-
|'''Advanced Paradise Set'''
|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.
|Chest
{| class="wikitable" width="100%"
|[[Beginners Guide|Eden Academy]], Base Level 100
! style=" width: 15% " | Skill
|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.
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:450122}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
 
{{#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}}
|{{#Skill:9}}
 
|10
{{#item:470019|Imperial Magic Boots}}
|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.
 
{{#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}}
|{{#Skill:28}}
 
|10
{{#item:470021}}
|Mainly for self-healing. Also helpful in healing teammates.
 
{{#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}}
|{{#Skill:29}}
|Rod
|10
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|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}}
|{{#Skill:22}}
|Upper Headgear
|5
|[[Cash Shop]]
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{#item:15068}}
|{{#Skill:34}}
|Armor
|10
|Reno (@go 36), 20 Pure Energy Crystals
|Grants STR, INT and DEX bonuses. Very useful buff.
|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}}
|{{#Skill:24}}
|Rod
|1
|Bathory, Laurell Weinder
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|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}}
|{{#Skill:26}}
|Shield
|1
|Lighthalzen Armory
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item20718}}
|{{#Skill:12}}
|Garment
|Optional
|[[Faceworm's Nest]]
|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!
|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}}
|{{#Skill:43}}
|Footgear
|10
|[[Old Glast Heim]]
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
[[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}}
|{{#Skill:44}}
|Accessory
|1
|Eclage Glove Seller (10 Splendide Coins)
|Prerequisite for Attention Concentrate.
|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}}
|{{#Skill:45}}
|Accessory
|10
|Nightmare Wraith Dead
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{#item:19428}}
|{{#Skill:66}}
 
|Optional
{{#item:20948}}
|Provides additional ATK and MATK to you and the whole party.
 
{{#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 }}
|{{#Skill:74}}
|Upper Headgear
|Optional
|[[Horror Toy Factory]], 300 {{#item:7642|Bloody Coin}}
|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.
|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}}
|{{#Skill:248}}
|Mid Headgear
|Optional
|Owl Viscount, Owl Marquees
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|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}}
|{{#Skill:249}}
|Armor
|Optional
|[[Illusion]]
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|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}}
|{{#Skill:5076}}
|Rod
|1
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|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.
|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:5075}}
|Rod
|5
|[[Illusion]]
|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.
|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:5077}}
|Rod
|5
|[[Ancient Hero]]
|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.
|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:108}}
|Rod
|1
|[[Illusion of Twins]]
|Requires level 1 {{#skill:105 |Hilt Binding}} and level 1 {{#skill:107 |Weapon Research}}
|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.
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.
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
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.
|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.
 
{| class="wikitable" width="100%"
! style=" width: 15% " | Skill
! style=" width: 5% " | Level
! style=" width: 90% " | Notes
|-
|-
|{{#item:28942|Cursed Knight's Shield  }}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice'''
|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}}
|{{#Skill:248}}
|Shield
|7 or 9
|[[Illusion of Twins]]
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|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:5455}}
|Garment
|5 or 8
|[[Illusion]]
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.
|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.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
|-
|-
|{{#item:22197}}
|{{#Skill:5456}}
|Footgear
|9
|[[Illusion]]
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|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)}}.
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Very short Aftercast Delay
|-
|-
|{{#item:42209}}
|{{#Skill:5457}}
|Accessory
|10
|[[Illusion]]
|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.
|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.
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
|-
|-
|{{#item:42210}}
|{{#Skill:5458}}
|Accessory
|5 or 10
|[[Illusion]]
|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.
|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.
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!
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
|{{#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
|-
|-
|{{#item:19428}}
|{{#Skill:5462}}
{{#item:20948}}
|Optional
{{#item:32239}}
|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.
{{#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}}
===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:34279|Antiquity Cap EVT }}
! style="background-color:#66023C; color:White; width: 100% " |Fire Ball
{{#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 }}
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] -->
|Upper Headgear
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|[[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 }}
! style="background-color:#66023C; color:White;  width: 100% " |Equipment
|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}}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice'''
|Lower Headgear
{| class="wikitable" width="100%"
|[[Custom Headgear Quests]]
! style=" width: 20% " | Item
|Gives a tiny little bit of extra stats, MATK and MDEF.
! 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:32201|Magical Rosary in Mouth}}
|{{#item:18776}}
|Lower Headgear
|Upper Headgear
|[[Headgear Awakening]]
|Toad
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|Part of the Angel's Set. Adds 3% SP recovery.
|-
|-
|{{#item:450128|Automatic Armor B-type}}
|{{#item:2340}}
|Armor
|Armor
|[[Sage's Legacy]]
|Yuno - King's Shop
|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)}}.
|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:26162|Welding Wand |slots=2}}
|{{#item:15012}}
|Rod
|Armor
|[[Einbech Dungeon 3]]
|Orc Lady
|'''Note: {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} and Base Level 96 are required to equip this!"
|Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
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}}
|{{#item:2355}}
|Rod
|Armor
|[[Amicitia Dungeon]]
|Eclipse
|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.
|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:1680|Rutilus Stick-OS |slots=2 }}
|{{#item:2113}}
|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
|Shield
|Cash Shop
|Lighthalzen Armory
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
|One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral.
|-
|-
|{{#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 2 Spellbound Nives.
|Part of the Angel's Set.
|-
|-
|{{#item:480021|Automatic Engine Wing B-type}}
|{{#item:2512}}
|Garment
|Lighthalzen Armory
|Starter Garment - gives 10% Neutral resistance.
|-
|{{#item:20710}}
|Garment
|Garment
|[[Sage's Legacy]]
|Vagabond Wolf
|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)}}.
|Part of the Angel's Set. Adds 5% HP recovery.
|-
|-
|{{#item:470023|Automatic Leg B-type}}
|{{#item:2416}}
|Footgear
|Footgear
|[[Sage's Legacy]]
|Lighthalzen Armory
|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)}}.
|Starter Shoes. Gives an HP boost.
|-
|-
|{{#item:22238|Great Hero Boots}}
|{{#item:22015}}
|Footgear
|Footgear
|
|Vocal
|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.
|Part of the Angel's Set. HP +100.
|-
|-
|{{#item:490026|Automatic Battle Chip R }}
|{{#item:2628}}
|Accessory
|Accessory
|[[Sage's Legacy]]
|Izlude Armor Dealer
|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)}}.
|Starter accessory. Doesn't give any stats, but at least it's slotted and cheap.
|-
|-
|{{#item:490027|Automatic Battle Chip L }}
|{{#item:2607}}
|Accessory
|Accessory
|[[Sage's Legacy]]
|Dragon Fly
|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)}}.
|Gives 10SP.
|-
|-
|{{#item:24318|Super Novice Shadow Shield }}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|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 }}
|'''Advanced Paradise Set'''
|Shadow Gear
|Chest
|[[High Rank Shadow Gear]]
|[[Beginners Guide|Eden Academy]], Base Level 100
|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.
|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}}
|-
|-
| style="background-color: #FFFFCC; text-align: center;" colspan="4" | '''Hyper Novice 240-260'''
|{{#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:400246|EVT Bacsojin Hat-LT }}
|{{#item:450126}}
|Upper Headgear
 
|[[Endeavor Token]] - EVT Refine Hammer
{{#item:470021}}
|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:480019}}
|{{#item:400154|Survival Circlet-LT }}
 
|[[Sunken Sands]]
{{#item:490020}}
|Upper Headgear
|Equipment Set
|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.
|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:400111}}
|{{#item:5897}}
|Upper Headgear
|Upper Headgear
|Somewhere in jupe_2
|[[Cash Shop]]
|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.
|A good mid game headgear that provides a lot of bonuses.
|-
|-
|{{#item:410080|Deep Blue Sunglasses }}
|{{#item:15068}}
|Middle Headgear
|Armor
|
|Reno (@go 36), 20 Pure Energy Crystals
|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.
|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:400002|Victory Wing Ears }}
|{{#item:1680}}
|Middle Headgear
|Rod
|
|Bathory, Laurell Weinder
|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.
|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:410017|Battle Processor }}
|{{#item:2113}}
|Middle Headgear
|Shield
|
|Lighthalzen Armory
|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.
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|-
|{{#item:32200|Rosary in Mouth}}
|{{#item20718}}
|Lower Headgear
|Garment
|[[Custom Headgear Quests]]
|[[Faceworm's Nest]]
|Gives a tiny little bit of extra stats, MATK and MDEF.
|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:32201|Magical Rosary in Mouth}}
|{{#item:22008}}
|Lower Headgear
|Footgear
|[[Headgear Awakening]]
|[[Old Glast Heim]]
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
[[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:18536|Foxtail}}
|{{#item:2924}}
|Lower Headgear
|Accessory
|[[Sunken Sands]]
|Eclage Glove Seller (10 Splendide Coins)
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|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:420066|Survival Orb-LT}}
|{{#item:2898}}
|Lower Headgear
|Accessory
|[[Sunken Sands]]
|Nightmare Wraith Dead
|Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain.
|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:450128|Automatic Armor B-type}}
|{{#item:18848|Vibrant Rose }}
|Armor
|Upper Headgear
|[[Sage's Legacy]]
|[[Horror Toy Factory]], 300 {{#item:7642|Bloody Coin}}
|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)}}.
|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:450178|Gray Wolf Robe}}
|{{#item:18874}}
|Armor
|Mid Headgear
|[[Direction of Prayer]]
|Owl Viscount, Owl Marquees
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|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:450179|Celine's Dress}}
|{{#item:15377}}
|Armor
|Armor
|[[Nightmare Toy Factory]]
|[[Illusion]]
|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.
|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:550082|Freedom Stick-LT|slots=2}}
|{{#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
|Rod
|[[Ancient Hero]]
|[[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}}
|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:550062|Poenitentia Ferrum|slots=2}}
|{{#item:550030}}
|Rod
|Rod
|[[Tomb of Remorse]]
|[[Illusion of Twins]]
|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.
|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:550089}}
|{{#item:2113}}
|Rod
|Shield
|[[Issgard]]
|Lighthalzen Armory
|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.
|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:28946|Purified Knight's Shield  }}
|{{#item:28942|Cursed Knight's Shield  }}
|Shield
|Shield
|Cash Shop
|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.
|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|Illusion Silver Guard }}
|{{#item:460018}}
|Shield
|Shield
|[[Illusion of Twins]]
|[[Illusion of Twins]]
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get {{#item:29100|Spellbound Nive Lv1}} or {{#item:29101|Spellbound Nive Lv2}}.
|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:20966|Temporal Int Manteau}}
|{{#item:20934}}
|Garment
|Garment
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
|[[Illusion]]
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay 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:480125|Convertible Magical Wing}}
|{{#item:22197}}
|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
|Footgear
|
|[[Illusion]]
|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.
|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:470204}}
|{{#item:42209}}
|Footgear
|Accessory
|
|[[Illusion]]
|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.
|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:470122}}
|{{#item:42210}}
|Footgear
|Accessory
|
|[[Illusion]]
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
|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.
|-
|-
|{{#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 }}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
{{#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 }}
|{{#item:19428}}
|Accessory (Left)
{{#item:20948}}
|[[Sunken Sands]]
{{#item:32239}}
|It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT.
{{#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:2980|Evil Gloves }}
|{{#item:34279|Antiquity Cap EVT }}
|Accessory
{{#item:34282|Ceremonial Crown EVT  }}<br>
|[[Horror Toy Factory]]
{{#item:34283|Celestial Coronet EVT  }}
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}}
|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:34697|Celine's Brooch }}
|{{#item:18849|Celine Ribbon }}
|Accessory
|Upper Headgear
|[[Nightmare Toy Factory]]
|[[Horror Toy Factory]], +9 {{#item:18848|Vibrant Rose }} and 1000 {{#item:7642|Bloody Coin}}
|Part of the Celine set.
|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:24282|Super Novice Shadow Gauntlet }}
|{{#item:410080|Deep Blue Sunglasses }}
|Shadow Gear
|Middle Headgear
|[[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.
|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: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:#FFFFCC; color:Black;  width: 100% " |Sample equipment builds (Coming soon!)
|-
|-
|{{#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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice'''
|{{#item:32200|Rosary in Mouth}}
{| class="wikitable" width="100%"
|Lower Headgear
! style=" width: 20% " | Item
|[[Custom Headgear Quests]]
! style=" width: 10% " | Type
|Gives a tiny little bit of extra stats, MATK and MDEF.
! style=" width: 15% " | Way to obtain
! style=" width: 65%" | Notes
|-
|-
|{{#item:34806|Adv. Eden Chest [Magical] |slots=0 }}
|{{#item:32201|Magical Rosary in Mouth}}
|Chest
|Lower Headgear
|[[Beginners Guide|Eden Academy]], Base Level 100
|[[Headgear Awakening]]
|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.
|Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)'''
|{{#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:35109|Adv. Eden Chest [Magical] |slots=0 }}
|{{#item:26162|Welding Wand |slots=2}}
|Chest
|Rod
|[[Beginners Guide|Eden Academy]], Base Level 100
|[[Einbech Dungeon 3]]
|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.
|'''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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''175-200'''
|{{#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:5897|Ascendant Crown  }}
|{{#item:550057|Fortified Rod|slots=2}}
|Upper Headgear
|Rod
|[[Cash Shop]]
|[[Amicitia Dungeon]]
|A good mid-late game headgear that provides a lot of bonuses.
|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.
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (WIP)'''
|{{#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:34279|Antiquity Cap EVT  }}
|{{#item:550069}}
{{#item:34282|Ceremonial Crown EVT }}<br>
|Rod
{{#item:34283|Celestial Coronet EVT }}
|[[Issgard]]
|Headgear
|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.
|[[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:28946|Purified Knight's Shield  }}
|}
|Shield
 
|Cash Shop
===Cards and Pets===
|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.
 
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
|-
|-
! style="background-color:#FFFFCC; color:Black;  width: 100% " |'''Cards and Costume Stones'''
|{{#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
|
|
{| 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: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.
! style=" width: 20% " | Card
! style=" width: 10% " | Slot
! style=" width: 80% " | Notes
|-
|-
|{{#item:27310|Plaga }}
|{{#item:490026|Automatic Battle Chip R }}
{{#item:4600|Lichtern Green }} <br>
|Accessory
{{#item:4586|Tikbalang }} <br>
|[[Sage's Legacy]]
{{#item:4597|Lichtern Blue }} <br>
|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: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:490027|Automatic Battle Chip L }}
{{#item:300259|Fulgor }} <br>
|Accessory
{{#item:300255|Litus }} <br>
|[[Sage's Legacy]]
{{#item:300257|Vanilaqus }} <br>
|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: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:24318|Super Novice Shadow Shield }}
|Headgear
|Shadow Gear
|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.
|[[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:27396|Isaac Wigner }}
|{{#item:24282|Super Novice Shadow Gauntlet }}
|Headgear
|Shadow Gear
|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%.
|[[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: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 }}
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 240-260'''
|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:400246|EVT Bacsojin Hat-LT }}
|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.
|[[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:27114|Ominous Solider }}
|{{#item:400154|Survival Circlet-LT }}
|Armor
|[[Sunken Sands]]
|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+.
|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:300254|Amitera }}
|{{#item:400111}}
|Armor
|Upper 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.
|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:4023|Baby Desert Wolf }}
|{{#item:410080|Deep Blue Sunglasses }}
|Armor
|Middle Headgear
|Early-game cheap card which can be paired with the Corrupt Life Card for increased MATK.
|
|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:27101|Sweet Nightmare }}
|{{#item:400002|Victory Wing Ears }}
|Armor
|Middle Headgear
|MATK +20. Uninterruptible casting outside of WoE.
|
|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:4392|Dame of Sentinel }}
|{{#item:410017|Battle Processor }}
|Armor
|Middle Headgear
|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.
|
|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:27196|Nihil M. Heine }}
|{{#item:32200|Rosary in Mouth}}
|Weapon
|Lower Headgear
|Early-mid game card that boosts damage against small monsters.
|[[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:27289|Soul Fragment }}
|{{#item:18536|Foxtail}}
|Weapon
|Lower Headgear
|Early-mid game card that boosts damage against Medium-sized monsters.
|[[Sunken Sands]]
|MATK +10 and FCT -0.1 sec. Helps with FCT issues.
|-
|-
|{{#item:27286|Colorful Teddy Bear }}
|{{#item:420066|Survival Orb-LT}}
|Weapon
|Lower Headgear
|Early-mid game card that boosts damage against Large monsters.
|[[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:4394|Lady Solace }}
|{{#item:450128|Automatic Armor B-type}}
|Weapon
|Armor
|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.
|[[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:27384|Mutated White Knight}}
|{{#item:450178|Gray Wolf Robe}}
|Weapon
|Armor
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
|[[Direction of Prayer]]
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB.
|-
|-
|{{#item:300114|Magic Poisoned Plaga}}
|{{#item:450179|Celine's Dress}}
{{#item:40140|Deep Sea Sropho}} <br>
|Armor
{{#item:40010|Arch Plasma}} <br>
|[[Nightmare Toy Factory]]
{{#item:27324|Brinaranea}} <br>
|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:300124|Blue Pitaya}} <br>
|-
{{#item:27320|E-EA1L}} <br>
|{{#item:550082|Freedom Stick-LT|slots=2}}
{{#item:300106|Red Pitaya}} <br>
|Rod
{{#item:40009|Spectral Plasma}}
|[[Ancient Hero]]
|Weapon
|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}}
|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:550062|Poenitentia Ferrum|slots=2}}
|Shield
|Rod
|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.
|[[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:27385|Mutated Khalitzburg}}
|{{#item:550089}}
|Shield
|Rod
|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.
|[[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:4413|Hodremlin }}
|{{#item:28946|Purified Knight's 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.
|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:27176|Marsh Arclouse }}
|{{#item:460018|Illusion Silver Guard }}
|Garment
|Shield
|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.
|[[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:300123|Purple Pitaya }}
|{{#item:20966|Temporal Int Manteau}}
{{#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.  
|[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]]
*Purple Pitaya: Neutral
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants.
*Arc Elder: Earth
*Deep Sea Phen: Wind
*Faceworm Larva: Water
*Nightmare Ancient Mummy: Fire
*Cave Flower (not implemented): Ghost
|-
|-
|{{#item:300269|Eldest }}
|{{#item:480125|Convertible Magical Wing}}
|Garment
|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.
|[[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:300273|Smile Giver}}
|{{#item:470094|Hero Boots-LT}}
|Garment
|Footgear
|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.
|
|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:300260|Napeo }}
|{{#item:470204}}
|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]].
|
|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:27249|Arhi }}
|{{#item:470122}}
|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]].
|
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11.
|-
|-
|{{#item:4658|Nightmare Verit }}
|{{#item:490052|Sinful Sapphire Ring }}
|Footgear
{{#item:490064|Brilliant Light Sapphire Ring }}
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
|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:27255|Ordre }}
|{{#item:490053|Sinful Sapphire Necklace }}
|Footgear
{{#item:490065|Brilliant Light Sapphire Necklace }}
|Good for Wind and Water focused builds.
|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:27253|Geffen Shoplifter }}
|{{#item:490163|Hero's Badge }}
|Footgear
|Accessory (Left)
|Good for Fire focused builds.
|[[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:27250|Dio Anemos }}
|{{#item:2980|Evil Gloves }}
|Footgear
|Accessory
|Good for Neutral and Earth focused builds.
|[[Horror Toy Factory]]
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}}
|-
|-
|{{#item:27179|Coyote }}
|{{#item:34697|Celine's Brooch }}
|Footgear
|Accessory
|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.
|[[Nightmare Toy Factory]]
|Part of the Celine set.
|-
|-
|{{#item:4077|Phen }}
|{{#item:24282|Super Novice Shadow Gauntlet }}
{{#item:4327|Bloody Butterfly }}
|Shadow Gear
|Accessory
|[[High Rank Shadow Gear]]
|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.
|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:27026|Fire Condor }}
|{{#item:24616|Super Magic Shadow Shield }}
|Accessory
|Shadow Gear
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game.
|[[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.'''
|-
|-
|{{#item:4577|Elvira }}
|}
{{#item:300222|Firewind Kite }} <br>
|}
{{#item:27125|Headless Mule }} <br>
 
{{#item:300364|Calmaring }} <br>
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%"
{{#item:27161|Mavka }} <br>
|-
{{#item:300216|Lava Toad }} <br>
! style="background-color:#66023C; color:white; width: 100% " |Quality of Life Equipment
{{#item:300211|Crow Duke }} <br>
|-
{{#item:27262|Dwigh }} <br>
|At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
{{#item:300218|Ashhopper }} <br>
<gallery>
{{#item:40000|Jewelry Ant }} <br>
Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
{{#item:300267|Crow Baron }} <br>
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}}
{{#item:300268|Crow Duke }} <br>
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->.
|Accessory
Pot of Greed 4.png|Re-equip the default gear.
|These cards boost elemental damage.
</gallery>
*Elvira: Wind and Ghost (20%)
|-
*Firewind Kite: Wind (35%) Left accessory
| 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
*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.
 
|-
|-
|}
|}
<!--- 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  --->
= 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]]

Latest revision as of 20:55, 27 November 2025

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


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

Overview

Work in progress

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

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


Skills Overview

The powers of might and magic unite together, ready to take on the toughest monsters in the world!
Featuring GaoSuper (left)!
Hidden Skills
Skill Notes
268.png Steel Body Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. If you think being in SB mode is more of a detriment, you can go back and click on the Healer NPC to remove it, or you can type @die and resurrect yourself with 6293.png Token of Siegfried (6293) , or wait for someone to resurrect you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Builds

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

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

Mage

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

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

Stats and Traits

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

Skills

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Equipment

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

Holden (slotted)

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

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

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

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

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

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

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

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

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

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

10 25155.png Schwarzwald Token of Honor (25155) per piece. Obtained by completing the 16.2 Terra Gloria Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the 100129.png Imperial Refine Ticket (100129) , at the cost of...
450126.png Grace Super Novice Robe [1] (450126)

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

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

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

20 25669.png Unknown Parts (25669) per piece. Obtained by completing the 17.1_Illusion Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
550044.png Paradise Super Novice Staff (550044) Rod Eden Academy, Base Level 100 and above Go back to where you got the Paradise Set and pay Labraham 10 25223.png Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined.
550080.png Freedom Stick [2] (550080) Bioresearch Laboratory, Base Level 100 and above An ancient rod. See the link above for more info on patenting it.
5897.png Ascendant Crown [1] (5897) Upper Headgear Equipment_Crafting#Lumin_-_Ascendant_Crown,_Adventurer's_Backpack,_Fallen_Angel_Wings A good mid game headgear that provides a lot of bonuses.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
22008.png Temporal DEX Boots [1] (22008) Footgear Old Glast Heim When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.

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

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

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

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

A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into 28946.png Purified Knight's Shield [1] (28946) . Obtaining it requires loving pets and showing it too.
460018.png Illusion Silver Guard [1] (460018) Illusion of Twins Reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to get 2 Spellbound Nives.
20934.png Illusion Engine Wing Type B [1] (20934) Garment 17.1 Illusion Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with 39542.png [3] (39542) and 2 39537.png [4] (39537) modules.
480021.png Automatic Engine Wing Type B [1] (480021) 17.2 Sage Legacy Improved version of the Illusion Engine Wing. Choose between 1000136.png Automatic Modification Module (Drain Life) (1000136) , 1000125.png Automatic Modification Module (Fast) (1000125) and 1000126.png Automatic Modification Module (Caster) (1000126) .
22197.png Illusion Leg Type B [1] (22197) Footgear 17.1 Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either 39531.png [5] (39531) for more survivability or 39530.png [6] (39530) for more SP, and 39541.png [7] (39541) .
22238.png Great Hero Boots [1] (22238) An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a 550081.png Patent Freedom Stick [2] (550081) . Try to refine this to +11, then use the 100747.png Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
470023.png Automatic Leg Type B [1] (470023) 17.2 Sage Legacy Improved version of the Illusion Leg. Enchant with the following: 1000147.png Automatic Module (Over Power) (1000147) , 1000151.png [8] (1000151) and 1000135.png Automatic Modification Module (Above All) (1000135) .
32209.png Illusion Battle chip R [1] (32209) Accessory 17.1 Illusion One of the best accessories for this build. Grants MATK +5%. 29545.png Modification Orb (Magic Healing) (29545) and 25680.png Modification Module (Spell) (25680) or 25681.png Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
32210.png Illusion Battle chip L [1] (32210) One of the best accessories for this build. Grants MATK +5%. 29546.png Modification Orb (Magic Soul) (29546) and 25680.png Modification Module (Spell) (25680) or 25681.png Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
490026.png Automatic Battle Chip R [1] (490026) 17.2 Sage Legacy An improved version of the Illusion Battle Chip. Choose between 1000139.png Automatic Modification Module (Magic Soul) (1000139) , 1000115.png Automatic Modification Module (Spell) (1000115) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
490027.png Automatic Battle Chip L [1] (490027) An improved version of the Illusion Battle Chip. Choose between 1000140.png Automatic Modification Module (Power Force) (1000140) , 1000115.png Automatic Modification Module (Spell) (1000115) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
Hyper Novice (200-230)
400263.png Great Magician's Ceremonial Crown-LT [1] (400263)

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

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

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

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

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

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

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

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

550133.png Dimensions Hyper Rod [2] (550133) Rod Depth2 If you're level 250 and above, you can skip 550089.png Dim Glacier Wand [1] (550089) and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts 5455.png Meteor Storm Buster and 5458.png damage.

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

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

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

24665.png Full Tempest Shadow Earring (24665)
24668.png Full Tempest Shadow Pendant (24668)
Shadow Ring, Shadow Earring Provides full MDEF penetration when both pieces are +9 and above. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance.
24800.png Master Shadow Armor (24800)
24792.png Master Shadow Weapon (24792)
24793.png Master Shadow Shield (24793)
24801.png Master Shadow Shoes (24801)
24802.png Master Shadow Earring (24802)
24803.png Master Shadow Pendant (24803)
Shadow Gear Set Deals slightly less damage compared to the three 2-sets above, but pierces through MRES. Enchant with the spell of your choosing and SPL.
24946.png Thunder Buster Shadow Armor (24946)
24792.png Master Shadow Weapon (24792)
24793.png Master Shadow Shield (24793)
24947.png Thunder Buster Cannon Shadow Shoes (24947)
24944.png Vulcan Jack Shadow Earring (24944)
24945.png Vulcan Jack Shadow Pendant (24945)
An improved version of the Master Shadow Set, tailored for Magic Hyper Novices. Increases the damage of all skills except Hell's Drive and Ground Gravitation. Enchant with the spell of your choosing and SPL.
Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
Life of Quality Equipment
Item Type Way to obtain Notes
19204.png Racing Cap (Super Novice) [1] (19204) Upper Headgear Hugel Race, Base Level 100 This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 2478.png Cart Boost, basically a free 12710.png Guyak Pudding (12710) but can be removed with skills like 92.png Quagmire and 30.png Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate 2478.png Cart Boost for a big speed boost, then switch back to your default headgear.
19154.png Arch Angeling Balloon (19154) Lower Headgear 23135.png Poring Capsule (23135) Increases EXP gained and drop rate by 5%. Enables the use of Level 1 54.png Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of 610.png Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
28900.png Royal Guard Shield [1] (28900) Shield 16.1 Banquet for Heroes, 800 6919.png Token of Honor (6919) Enables use of level 1 2315.png Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of 28.png Heal and potions.
2576.png Adventurer's Backpack [1] (2576) of 1013.png Greed Garment of 1013.png Greed Equipment Crafting of 1013.png Greed I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF 1013.png Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF 1013.png Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! 1013.png Greed!!11111!
20802.png Teleport Amistr Bag [1] (20802)
20803.png Heal Amistr Bag [1] (20803)
20804.png Greed Amistr Bag [1] (20804)
20805.png Increase Agility Amistr Bag [1] (20805)
20806.png Magnum Break Amistr Bag [1] (20806)
20807.png Endure Amistr Bag [1] (20807)
20808.png Sight Amistr Bag [1] (20808)
Garment Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE perfectly cut scream These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.

Cards and Pets

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

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

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

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

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

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

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

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

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

4327.png Bloody Butterfly Card (4327)

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

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

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

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

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

25067.png Cast Stone (Garment) (25067)

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

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

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

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

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

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.

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

Tips and Tricks

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

Path 1: Questing Route

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

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

  • 0:00 - character creation
  • 0:20 - start, beginner quest
  • 1:55 - Stat distribution (/dex+ 99), Payon Dungeon
  • More coming soon!
Strategy
The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.


Super Novice:

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


Ex. Super Novice

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


Hyper Novice

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


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


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


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


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


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

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

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

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

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

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

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

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

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


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


Physical

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

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

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

Stats and Traits

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

Skills

Skills: Physical

The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.

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

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

50.png Steal 5 Steal items from one target. Prerequisite for Hiding.
51.png Hiding 1 Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
28.png Heal 3 Mainly for self-healing purposes.
29.png Increase Agility 10 At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).

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

31.png Aqua Benedicta 1 Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 200z per Holy Water bottle.
34.png Blessing Optional Makes you hit harder and more accurately. Optional.
9.png Increase SP Recovery Optional Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here.
45.png Improve Concentration 10 At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).

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

24.png Ruwach 1 Reveals and deals Holy Element magic damage to hidden enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for items that enable it!
11.png Napalm Beat Optional Prerequisite for Soul Strike and Safety Wall.
13.png Soul Strike Optional Prerequisite for Safety Wall.
12.png Safety Wall Optional While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!

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

Expanded Super Novice
210.png Snatcher (Gank) 4 Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
213.png Tunnel Drive (Stalk) 2 Moving while hiding makes escaping or positioning for a raid easier.
211.png Steal Coin (Mug) 4 Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
212.png Back Stab 2 Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got back-stabbed.
213.png Tunnel Drive (Stalk) 5 Requires being hidden before use. This is your main source of damage. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.

The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's Turbo makes this significantly, significantly easier. See below on how to set this up the bomb. However, beware that getting hit will Hiding will reveal your location and will interrupt your Raid spamming.

66.png Impositio Manus 3 Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
68.png Aspersio 1-5 Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
90.png Earth Spike Optional Prerequisite for Quagmire.
91.png Optional Prerequisite for Quagmire.
92.png Quagmire Optional Optional. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. Note that a maximum of 3 Quagmires can be active at a time.
5075.png Breakthrough 5 More HP, SP and received healing is always better. Max this.
5076.png Angel, Help me! Optional Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
5077.png Transcendence Optional More HP, SP and healing power is always welcome. For this build, it is optional. Get this if more HP and SP are needed.
Hyper Novice (WIP)
5449.png Self Study Tactics 5-10 Passive that ddds up to P.ATK +10. Higher levels increase the damage of all skills in the Physical tree.
5451.png Double Bowling Bash 7-10 A powerful but rather clunky melee skill which deals damage in a 7x7 area around the target and knocks them back. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage. However, its knockback is finicky and unpredictable. If there are 3 or less mobs, it will always push them back. If there are at least 4 mobs, sometimes they're knocked back, other times they're not.
5452.png Mega Sonic Blow 7-10 A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Despite the description, its CRIT Rate is actually dependent on CRIT Rate, not the CRT trait.
5453.png Shield Chain Rush 7-10 A spammable ranged physical attack which hits enemies in a 7x7 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down, but it seems like it's bugged for now.
5454.png Spiral Pierce Max 7-10 A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
5461.png Breaking Limit 1 Significantly increases the damage of all skills in the Physical tree.

Equipment

Equipment

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

Item Type Way to obtain Notes
Super Novice
34805.png [13] (34805) Chest Eden Academy, Base Level 10 HIGHLY RECOMMENDED! Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
5119.png Super Novice Hat [1] (5119) Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
2340.png Novice Breastplate [1] (2340) Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. At least you're no longer wearing stinky rags that came from the dump (2352.png Tattered Novice Ninja Suit (2352) ).
15012.png Puente Robe [1] (15012) Armor Orc Lady Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills.
2355.png Angelic Protection [1] (2355) Armor Eclipse MDEF+20

When complete, the Angel's Set gives a boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. The After Cast Delay that happens each time the skill is autocast makes equipping the whole set not too good.

2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory The combination of having frighteningly low HP until level 98 and the massive -10 ASPD penalty makes wearing a shield more of a detriment, reducing your damage while not providing enough protection despite its awesome 20% resistance to all elements except Neutral bonus. It will become much better at higher levels, so save it for later until you have way more HP and ASPD to compensate.
2183.png Modified Angelic Guard [1] (2183) Shield Mastering Part of the Angel's Set.
2512.png Novice Manteau [1] (2512) Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
20710.png Modified Angel's Cardigan [1] (20710) Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
2416.png Novice Shoes [1] (2416) Footgear Lighthalzen Armory Starter Shoes. Gives an HP boost.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Vocal Part of the Angel's Set. HP +100.
2628.png Novice Armlet [1] (2628) Accessory Izlude Armor Dealer Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
2607.png Clip [1] (2607) Accessory Dragon Fly Gives 10SP. Because Super Novices have really low SP early on, every bit counts.
Expanded Super Novice (99-175)
35108.png [14] (35108) Chest Eden Academy, Base Level 100 Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough 25223.png Eden Coin (25223) to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
450122.png Noblesse Super Novice Robe [1] (450122)

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

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

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

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

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

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

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

Equipment Set 10 25155.png Schwarzwald Token of Honor (25155) per piece. Obtained by completing the 16.2 Terra Gloria quest line. Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the 100129.png Imperial Refine Ticket (100129) , at the cost of...
450126.png Grace Super Novice Robe [1] (450126)

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

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

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

Equipment Set 20 25669.png Unknown Parts (25669) per piece. Obtained by completing the 17.1_Illusion questline. Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
450185.png Advanced Paradise Suit (450185)

470069.png Paradise Luxury Boots (470069)

Armor and Shoes Eden Academy, level 100 Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds.
510039.png Paradise Super Novice Dagger (510039) Weapon Eden Group Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The glaring downsides - no slots and it can't be refined.
18776.png Modified Angel's Kiss [1] (18776) Upper Headgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version.
5358.png Pecopeco Wing Ears (5358) Mid Headgear Gold Coins Adds a little bit of AGI and MDEF for slightly increased survivability.
15068.png Advanced Angelic Protection [1] (15068) Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Take note of the After Cast Delay that happens each time the skill is autocast.

15116.png Airship Armor (15116) Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
28705.png Crimson Dagger [2] (28705) Dagger Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain An easy-to-get dagger with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. However, its damage somewhat falls off the larger the enemy (100% - 75% - 50% damage against small, medium and large-sized enemies respectively).
16040.png Crimson Mace [2] (16040) Mace Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15).
2183.png Modified Angelic Guard [1] (2183) Shield Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory You may or may not wear a shield. Novices and Super Novices have a huge -10 Attack Speed penalty. Equip a shield only if more Defense is needed or if ASPD is good enough.
20710.png Modified Angel's Cardigan [1] (20710) Garment Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives more HP recovery over the normal version.
20743.png Airship Manteau [1] (20743) Garment Airship Assault An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist.
22015.png Advanced Angel's Reincarnation [1] (22015) Footgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
22046.png Airship's Boots (22046) Footgear Airship Assault Use this to complete the Airship set. Gives an ASPD boost.
2921.png Dex Glove (2921) Accessory Eclage Glove Seller (10 Splendide Coins) If your base STR is 110, equip two of these as it adds ATK for every 10 base STR and +1% ATK if base STR is 110.
175-200
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines.
18874.png Monocle [1] (18874) Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained in the Cash Shop, but only a few can be slotted, via the 6396.png Spiritual Auger (6396) .
5361.png Gangster Scarf (5361) Lower Headgear Cash Shop

Custom Headgear Quests

Gives ATK+5.
15376.png Illusion Armor Type A [1] (15376) Armor Illusion This is an improvement over the Grace set only at +9 and with modification modules. Gives a large increase in ATK (+100), more ATK at higher refines, a boost to ASPD (+10%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Recommended enchants are 39540.png [15] (39540) and two 39534.png [16] (39534) .
510039.png Paradise Super Novice Dagger (510039) Weapon Eden Group Initially gives decent ATK but leveling up makes it significantly better. It is surprisingly powerful, dealing more damage than a +15 Crimson Mace and +15 Crimson Dagger! Best of all, IT IS FREE! This humble dagger will serve you well, even beyond level 200 if much better weapons are still out of reach. The two glaring downsides - no slots and it can't be refined.
16043.png Meteor Strike [2] (16043) Mace Meteor Strike Quest A f****** heavy-a** mace weapon where its power depends on the level of certain skills. At the cost of skill flexibility, it grants a huge increase to ATK while also being cheaper than a +15 Crimson Mace or +15 Vicious Mind Mace.
16040.png Crimson Mace [2] (16040) Mace Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider Compared to the Vicious Mind Mace, this has less ATK and no enchants but has 2 slots, allowing for more options for carding. Get a Neutral element mace. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. While significantly more expensive, the greatest benefits are increased versatility and weight savings (2000 weight saved!). You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore!
500007.png Hypocrisy Machine [3] (500007) One-Handed Sword Broken Security Beta, Verporte If the Patent Blessed Knife is too expensive, then this is a really good choice. Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords, it is highly recommended to refine this to +7 for the 20% ASPD boost. Very good for any Physical build, whether it is spamming Raid, autoattacking, or throwing Shield Chains if you have the Super Power Shadow Set (see below) to enable it.
510071.png Patent Blessed Knife [2] (510071) Dagger Ancient Hero This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 2284.png Fatal Menace FATAL MENAS™ at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory If a Cursed Knight Shield is still out of reach, then this cheap and cutesy shield will serve you well, thanks to its 20% resistance to all elements except Neutral. Just make sure you have enough ASPD to compensate for the huge -10 ASPD penalty when wearing shields.
460017.png Illusion Guard [1] (460017) Shield Illusion of Twins Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
28942.png Cursed Knight's Shield [1] (28942) Shield Cash Shop A nice shield that provides many bonuses, especially at higher refines. Highly recommended to keep it at +4 in case you want to upgrade it to a Purified Knight's Shield.
20718.png Gigant Snake Skin [1] (20718) Garment Faceworm's Nest Recommended to obtain at least a +10 with pure STR or a mix of AGI and STR enchants. Gives lots of DEF and various stats.
20933.png Illusion Engine Wing Type A [1] (20933) Garment Illusion Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Enchant it with 1 39537.png [17] (39537) and 2 39539.png [18] (39539) .
2576.png Adventurer's Backpack [1] (2576) Garment Gold Coins for the Vending Machine (@go 36), Monster Hunter Shop, Valor Badges from Battlegrounds When refined to +7 and +9, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9.
22011.png Temporal LUK Boots [1] (22011) Footgear Old Glast Heim

Temporal Boots

When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds.

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

22196.png Illusion Leg Type A [1] (22196) Accessory Illusion Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either 39531.png [19] (39531) for more survivability or 39530.png [20] (39530) for more SP, and 39550.png [21] (39550) or 39551.png [22] (39551) for increased damage.
22238.png Great Hero Boots [1] (22238) Footgear An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a 510071.png Patent Blessed Knife [2] (510071) . Try to refine this to +11, then use the 100747.png Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
2963.png Physical Enhancer Ring [1] (2963) Accessory Geffen Magic Tournament ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly.
52228.png [23] (52228) Accessory Fall of Glast Heim ATK +10%. ATK +25 and Hit +10 when equipped with King Schmidt's Suit and Manteau. When paired with 4877.png Speed of Light (4877) , 29587.png Flash (29587) and 4864.png Fatal Lv2 (4864) are recommended enchants to further boost CRIT damage.
42207.png [24] (42207) Accessory Illusion ATK +5%. 25696.png Modification Module (Drain Life) (25696) , 25681.png Modification Module (Attack Speed) (25681) and 25682.png Modification Module (Fatal) (25682) are recommended enchants.
42208.png [25] (42208) Accessory Illusion ATK +5%. 39544.png [26] (39544) , 25681.png Modification Module (Attack Speed) (25681) and 25682.png Modification Module (Fatal) (25682) are recommended enchants.
24318.png Super Novice Shadow Shield (24318) Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if if necessary, max Double Attack for faster ASPD.
24282.png Super Novice Shadow Weapon (24282) Shadow Gear High Rank Shadow Gear Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Sword Mastery to further pierce DEF.
Hyper Novice (WIP)
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.
34281.png [27] (34281) Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, this is the only one that boosts Melee damage. To easily get them to +10, refine them to +4, buy a couple of 35160.png [28] (35160) for 3 32417.png [29] (32417) a piece, because it will refine them to +7 - 10 at random.
34278.png [30] (34278)

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

Headgear Endeavor Tokens shop in @go 50, 2nd floor Ignoring the OS weapons bonuses, these three are pretty much the same. They boost ranged physical damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of 35160.png [33] (35160) for 3 32417.png [34] (32417) a piece, because it will refine them to +7 - 10 at random.
410080.png Deep Blue Sunglasses [1] (410080) Middle Headgear Requires a non-slotted 410079.png Deep Blue Sunglasses (410079) and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants.
400002.png Victory Wing Ears [1] (400002) Middle Headgear Requires a non-slotted 400001.png Victory Wing Ears (400001) and 6396.png Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants. This is slightly more preferrable to the Deep Blue Sunglasses because of the Aftercast Delay reduction.
18754.png Blood Sucker (18754) Lower Headgear 28620.png [35] (28620) A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration.
450127.png Automatic Armor Type A [1] (450127) Armor Illusion Improved version of the Illusion Armor. Gives a large increase in ATK (+125), more ATK at higher refines, a boost to ASPD (+15%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Choose between 1000134.png Automatic Modification Module (Fixed Casting) (1000134) , 1000122.png Automatic Modification Module (Attack Power) (1000122) , 1000129.png Automatic Modification Module (Attacker Force) (1000129) , 1000131.png Automatic Modification Module (Critical Force) (1000131) .
510054.png Fortified Edge [2] (510054) Dagger Broken Security Beta, Verporte A level 5 weapon that boosts 5451.png Double Bowling Bash damage. Refine this to +8.
510039.png Paradise Super Novice Dagger (510039) Dagger Eden Group If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons.
500007.png Hypocrisy Machine [3] (500007) One-Handed Sword Broken Security Beta, Verporte One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to infinity +11 and beyond.
510072.png Blessed Knife-LT [2] (510072) Dagger Ancient Hero Currently the most powerful evolution of the Blessed Knife, it grows stronger the more it is refined and graded. Level 10 Fatal Menace is granted at +7, just like its lesser Patent form. Best paired with 470094.png Hero Boots-LT [1] (470094)

This part needs testing: +11 Blessed Knife-LT vs +12 Hypocrisy Machine, so this is purely theory and speculation: Unless you have a 28946.png Purified Knight's Shield [1] (28946) with the "Remove Size Penalty" enchant or 24150.png Infinity Shadow Earring (24150) and 24151.png Infinity Shadow Pendant (24151) with a combined refine of +15, its damage will be on par or just negligibly higher compared to a Hypocrisy Machine at best, even when comboed with Hero Boots-LT. Then there's the fact that it has just 2 slots compared to the Hypocrisy Machine's 3.

500046.png Poenitentia Orbis [2] (500046) One-Handed Sword Tomb of Remorse A sword that boosts 5453.png Shield Chain Rush and 5451.png Double Bowling Bash damage, especially at higher refines and grades.
2113.png Novice Shield [1] (2113) Shield Lighthalzen Armory If a Purified Knight's Shield, Illusion Guard or Illusion Silver Guard are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
460017.png Illusion Guard [1] (460017) Shield Illusion of Twins Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD.
28946.png Purified Knight's Shield [1] (28946) Shield Cash Shop A fantastic shield that provides many bonuses, especially at higher refines. Try to get the "Remove weapon's size penalty enchant", AKA free Drake Card, especially when you plan on using the 510072.png Blessed Knife-LT [2] (510072) as your main weapon.
460018.png Illusion Silver Guard [1] (460018) Shield Cash Shop Reduces VCT and ACD depending on refine rate. While it doesn't have the Purified Knight's Shield's Drake Card enchant, its VCT and ACD reductions are still very useful for all builds.
480020.png Automatic Engine Wing Type A [1] (480020) Garment Sage's Legacy Improved version of the Illusion Engine Wing. Increases HP by 1500 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Choose between 1000125.png Automatic Modification Module (Fast) (1000125) , 1000127.png Automatic Modification Module (Critical) (1000127) and 1000143.png Automatic Modification Module (All Force) (1000143) .
480124.png Convertible Physical Wing [1] (480124) Garment Sunken Sands A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. A good all-rounder, whether melee or ranged.
480197.png Convertible Critical Wing [1] (480197) Garment Sunken Sands A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power and critical damage, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. Best for builds focused on Mega Sonic Blow.
470022.png Automatic Leg Type A [1] (470022) Shoes Sage's Legacy Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Choose between 1000119.png Automatic Modification Module (Vital) (1000119) , 1000120.png Automatic Modification Module (Mental) (1000120) , 1000135.png Automatic Modification Module (Above All) (1000135) , 1000149.png Automatic Module (Lucky Strike) (1000149) or 1000150.png [36] (1000150) for increased damage.
470094.png Hero Boots-LT [1] (470094) Footgear The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the 510072.png Blessed Knife-LT [2] (510072) . Try to aim for a +11 Grade C at least.
490024.png Automatic Booster R [1] (490024) Accessory Sage's Legacy Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between 1000137.png Automatic Modification Module (Drain Soul) (1000137) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000117.png Automatic Modification Module (Fatal) (1000117) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
490025.png Automatic Booster L [1] (490025) Accessory Sage's Legacy Improved version of the Illusion Booster. ATK +5% and MSP +5%. 1000138.png Automatic Modification Module (Magic Healing) (1000138) , 1000116.png Automatic Modification Module (Attack Speed) (1000116) and 1000117.png Automatic Modification Module (Fatal) (1000117) and 1000144.png Automatic Module (Unlimited Vital) (1000144) .
24619.png Super Power Shadow Weapon (24619) Shadow Gear Ancient Laboratory An improved version of the already really good Super Novice Shadow Gauntlet and the centerpiece of the Super Power Shadow Set. For Hyper Novices, only this is needed. The brooch and bangle are unnecessary.

Unlike what the description says, it DOES NOT need the Super Power Shadow Bangle and Brooch below to get the DEF pierce, just this glove and the SN Shadow Shield below and the refine rate of both. Type @battlestats or @bs to confirm.

24318.png Super Novice Shadow Shield (24318) Shadow Gear go 15 Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD.
24150.png Infinity Shadow Earring (24150)

24151.png Infinity Shadow Pendant (24151)

Shadow Gear go 15 Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick.
Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
Life of Quality Equipment
Item Type Way to obtain Notes
19204.png Racing Cap (Super Novice) [1] (19204) Upper Headgear Hugel Race, Base Level 100 This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 2478.png Cart Boost, basically a free 12710.png Guyak Pudding (12710) but can be removed with skills like 92.png Quagmire and 30.png Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate 2478.png Cart Boost for a big speed boost, then switch back to your default headgear.
19154.png Arch Angeling Balloon (19154) Lower Headgear 23135.png Poring Capsule (23135) Increases EXP gained and drop rate by 5%. Enables the use of Level 1 54.png Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of 610.png Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
28900.png Royal Guard Shield [1] (28900) Shield 16.1 Banquet for Heroes, 800 6919.png Token of Honor (6919) Enables use of level 1 2315.png Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of 28.png Heal and potions.
2576.png Adventurer's Backpack [1] (2576) of 1013.png Greed Garment of 1013.png Greed Equipment Crafting of 1013.png Greed I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF 1013.png Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF 1013.png Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! 1013.png Greed!!11111!
20802.png Teleport Amistr Bag [1] (20802)
20803.png Heal Amistr Bag [1] (20803)
20804.png Greed Amistr Bag [1] (20804)
20805.png Increase Agility Amistr Bag [1] (20805)
20806.png Magnum Break Amistr Bag [1] (20806)
20807.png Endure Amistr Bag [1] (20807)
20808.png Sight Amistr Bag [1] (20808)
Garment Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE perfectly cut scream These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.

Cards and Pets

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

4458.png Duneyrr Card (4458)

Headgear Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
30150.png [37] (30150) Headgear One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate.
40015.png C. Tag EM (40015) Headgear Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear.
27328.png Birth and Death Card (27328) Headgear Early-game card dropped by all Bios Island non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.

When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.

When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.

When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.

When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.

When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.

When equipped with Phen Card, reduces variable casting time by 25%.

When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.

When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.

When equipped with Magalodon Card, Def + 100.

27288.png Pitman Worker Card (27288) Armor Early-mid game card. Increases Hit and ATK.
4393.png Shelter Card (4393) Armor Every 18 Base STR = +1 INT. When paired with Template:C, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
4392.png Observation Card (4392) Armor Every 18 Base VIT = +1 DEX. When paired with Template:C, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
300310.png Helmut Lugenburg Card (300310) Armor Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with Template:C for melee builds or Template:C for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption.
4082.png Desert Wolf Card (4082) Weapon ATK +5 and increases damage to Small monsters by 15%. When combined with the Corrupt Life Card, damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative.
4117.png Sidewinder Card (4117) Weapon Enables Double Attack when using non-dagger weapons, scaling by the level learned.
4115.png Hunter Fly Card (4115) Weapon Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt.
31024.png Immortal Cursed Knight Card (31024) Weapon Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG.
27339.png Ghostring of Chaos Card (27339) Weapon This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards.
300231.png Diligent Soldier Andre Card (300231) Weapon This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?
300420.png Labyrinth Berzebub Card (300420) Weapon This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards.
4608.png White Knight Card (4608) Weapon Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters.
300263.png Rekenber Guard Card (300263) Weapon When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined.
4609.png Khalitzburg Knight Card (4609) Shield Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
300240.png Gan Ceann Card (300240) Shield A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
4413.png Hodremlin Card (4413) Shield A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
4588.png Wakwak Card (4588) Garment Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
27176.png Swamp Cramp Card (27176) Garment Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
300271.png Happy Card (300271) Garment One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a Template:C and every 40 Base STR.
300270.png Empathize Card (300270) Garment One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a Template:C and every 40 Base DEX.
300422.png Catherine Gaebolg Card (300422) Garment If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card Template:C for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
300426.png Crux Findel Card (300426) Garment If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card Template:C for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
27249.png Archi Card (27249) Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
27251.png Geffen Gangster Card (27251) Footgear Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
27252.png Geffen Thug Card (27252) Footgear Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
27258.png Ipodus Card (27258) Footgear ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the Geffen Magic Tournament.
27256.png Blut Hase Card (27256) Footgear ATK+3%, increases long ranged physical damage by 5%. Obtained at the Geffen Magic Tournament. Good for ranged builds.
30144.png [38] (30144) Footgear ATK +4 every 15 Base STR. When combined with 30150.png [39] (30150) , increases Critical Damage by 15%.
27183.png Gigantes Card (27183) Accessory ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
300108.png Sewage Venenum Card (300108) Accessory Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with 27172.png Scimitar Cowraiders Card (27172) and 300097.png Aries Card (300097) cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game.
27171.png Revolver Cowraiders Card (27171) Accessory STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side.
27170.png Shotgun Cowraiders Card (27170) Accessory AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
300242.png Ghost Cube Card (300242) Accessory Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, smash, pierce and blow.
25207.png Enhanced SP Absorb Stone (Top) (25207)

25208.png Enhanced SP Absorb Stone (Garment) (25208)

Upper costume headgear, garment costume If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects.
25210.png Enhanced HP Absorb Stone (Top) (25210)

25209.png Enhanced HP Absorb Stone (Garment) (25209)

Upper costume headgear, garment costume If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects.
1000377.png Melee Stone (Top) (1000377)

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

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

25060.png Critical Stone (Mid) (25060)
25305.png Critical Stone (Low) (25305)

Upper costume headgear, middle costume headgear, lower costume headgear These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
1000375.png Ranged Stone (Top) (1000375)

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

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

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

Upper costume headgear, lower costume headgear, garment costume 2005.png Dea Staff [1] (2005) This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It.
Pets
The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
  • 9002.png Drops Egg (9002) : Hit+3, ATK+3
  • 9005.png Picky Egg (9005) : STR+1, ATK+5
  • 9090.png Little Isis Egg (9090) : ATK+4%
  • 9097.png Diabolic Egg (9097) : ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
  • 9098.png Earth Deleter Egg (9098) : AGI+3, ASPD+3% (delay after attack)
  • 9052.png Incubus Egg (9052) : Add a 3% chance to drain SP based on 1% of the damage dealt.
  • 9055.png Succubus Egg (9055) : Add a 3% chance to drain HP based on 5% of the damage dealt.
  • 9121.png Orc Hero Egg (9121) : ATK+7%, Crit Damage +3% when loyal
  • 9126.png Kiel-D-01 Egg (9126) : ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds

Tips and Tricks

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


Super Novice:

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

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


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

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


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


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

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

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

Stats and Traits

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

Skills

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Equipment

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

Holden (slotted)

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

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

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

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

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

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

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

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

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

Template:Item List

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

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

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

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

Equipment Set 20 25669.png Unknown Parts (25669) per piece. Obtained by completing the 17.1_Illusion questline. Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 25669.png Unknown Parts (25669) while the 100130.png Grace Refine Ticket (100130) costs 20 25723.png Cor Core (25723) .
550044.png Paradise Super Novice Staff (550044) Rod Eden Academy, Base Level 100 and above Go back to where you got the Paradise Set and pay Labraham 10 25223.png Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
5897.png Ascendant Crown [1] (5897) Upper Headgear Cash Shop A good mid game headgear that provides a lot of bonuses.
15068.png Advanced Angelic Protection [1] (15068) Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware of the After Cast Delay that happens each time the skill is autocast.

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

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

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

Temporal Boots

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

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

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

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

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

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

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

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

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

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

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

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

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

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

34279.png [52] (34279)

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

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

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

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

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

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

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

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

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

Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
Life of Quality Equipment
Item Type Way to obtain Notes
19204.png Racing Cap (Super Novice) [1] (19204) Upper Headgear Hugel Race, Base Level 100 This headgear is tedious to get and may require multiple alts to speed things up, but it is so, so worth it. Fully enchanting it will grant use of level 3 2478.png Cart Boost, basically a free 12710.png Guyak Pudding (12710) but can be removed with skills like 92.png Quagmire and 30.png Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate 2478.png Cart Boost for a big speed boost, then switch back to your default headgear.
19154.png Arch Angeling Balloon (19154) Lower Headgear 23135.png Poring Capsule (23135) Increases EXP gained and drop rate by 5%. Enables the use of Level 1 54.png Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of 610.png Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
28900.png Royal Guard Shield [1] (28900) Shield 16.1 Banquet for Heroes, 800 6919.png Token of Honor (6919) Enables use of level 1 2315.png Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of 28.png Heal and potions.
2576.png Adventurer's Backpack [1] (2576) of 1013.png Greed Garment of 1013.png Greed Equipment Crafting of 1013.png Greed I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF 1013.png Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF 1013.png Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! 1013.png Greed!!11111!
20802.png Teleport Amistr Bag [1] (20802)
20803.png Heal Amistr Bag [1] (20803)
20804.png Greed Amistr Bag [1] (20804)
20805.png Increase Agility Amistr Bag [1] (20805)
20806.png Magnum Break Amistr Bag [1] (20806)
20807.png Endure Amistr Bag [1] (20807)
20808.png Sight Amistr Bag [1] (20808)
Garment Hello! Do you love pets? Don't tell me, show me! SHOW ME!!! REEEEEEE perfectly cut scream These bags grant various skills that improve quality of life, like teleporting or having another backpack THAT MAKES YOU DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND.

Cards and Pets

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

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

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

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

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

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

Weapon These cards boost elemental damage, especially at high refines.
  • Magic Poisoned Plaga: Neutral.
  • Deep Sea Sropho: Wind, but cheaper
  • Arch Plasma: Wind
  • Brinaranea: Water, but slightly cheaper and without the need for high refines.
  • Blue Pitaya: Water
  • E-EA1L: Fire, but cheaper
  • Red Pitaya: Fire
  • Spectral Plasma: Ghost
27385.png Mutating Khalitzburg Card (27385) Shield The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get this if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
27385.png Mutating Khalitzburg Card (27385) Shield Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small.
4413.png Hodremlin Card (4413) Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
27176.png Swamp Cramp Card (27176) Garment A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
300123.png Purple Pitaya Card (300123)

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

Garment These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better.
  • Purple Pitaya: Neutral
  • Arc Elder: Earth
  • Deep Sea Phen: Wind
  • Faceworm Larva: Water
  • Nightmare Ancient Mummy: Fire
  • Cave Flower (not implemented): Ghost
300269.png Eldest Card (300269) Garment When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
300273.png Smile Card (300273) Garment When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation.
300260.png Napeo Card (300260) Garment The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills.
300424.png Friedrich S. Heine Card (300424) Garment Currently the best in slot garment card. Best paired with the armor card 300308.png Meyer Lugenburg Card (300308) for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
27249.png Archi Card (27249) Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the Geffen Magic Tournament.
27249.png Archi Card (27249) Footgear A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the Geffen Night Arena.
4658.png Nightmare Verit Card (4658) Footgear Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements.
27255.png Ordre Card (27255) Footgear Good for Wind and Water focused builds.
27253.png Geffen Thief Card (27253) Footgear Good for Fire focused builds.
27250.png Dio Anemos Card (27250) Footgear Good for Neutral and Earth focused builds.
27179.png Coyote Card (27179) Footgear Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP.
4077.png Phen Card (4077)

4327.png Bloody Butterfly Card (4327)

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

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

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

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

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

25067.png Cast Stone (Garment) (25067)

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

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

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

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.

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

Tips and Tricks

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