Rakugaki's PvM Hyper Novice: Difference between revisions
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(→Tips and Tricks: Added GaoSuper leveling path. Will add more details when I have more free time to watch the full video. HAIL GAOSUPER! :PandaAdmireWizard:) |
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{| class="wikitable" width="35%" style="background-color:#ffffcc;" | {| class="wikitable" width="35%" style="background-color:#ffffcc;" | ||
|rowspan="2"|''' | |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;| | |style="text-align:center;| The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info. | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
|{{#Skill:268}} | |{{#Skill:268}} | ||
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. | |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 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene | '''This skill will always trigger at Base Level 275. EXP cap is not required. ''' Credits to Yami and Ocean Star for pointing this out! /ene | ||
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== 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.]] | ||
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br> | |||
Click here for a more specialized and in-depth guide on Magic Hyper Novices: | 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 116: | 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. When using the | |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. LUK increases MATK more than DEX, so increase this a lot more when using the | |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 164: | Line 163: | ||
|CRT | |CRT | ||
|0-72 | |0-72 | ||
|After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making | |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 172: | 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 187: | Line 186: | ||
|- | |- | ||
|{{#Skill:17}} | |{{#Skill:17}} | ||
| | |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. | ||
|- | |- | ||
|{{#Skill:9}} | |{{#Skill:9}} | ||
|5-10 | |5-10 | ||
|Compensates for the Super Novice's | |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 228: | Line 199: | ||
|{{#Skill:29}} | |{{#Skill:29}} | ||
|10 | |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. | ||
|- | |- | ||
|{{#Skill:22}} | |{{#Skill:22}} | ||
| Line 240: | Line 211: | ||
|{{#Skill:24}} | |{{#Skill:24}} | ||
|1 | |1 | ||
| | |Basically an improved Sight skill. Deals Holy Element magic damage to revealed enemies. | ||
|- | |- | ||
|{{#Skill:26}} | |{{#Skill:26}} | ||
|1 | |1 | ||
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)! | |Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)! | ||
|- | |- | ||
|{{#Skill:43}} | |{{#Skill:43}} | ||
| Line 260: | Line 227: | ||
|{{#Skill:45}} | |{{#Skill:45}} | ||
|10 | |10 | ||
|Your main source of DEX and AGI. Max this one for reduced cast | |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. | |||
|- | |||
|{{#Skill:37}} | |||
|3 | |||
|Reduces cost of buying from almost all NPCs. Prerequisite for Overcharge. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:38}} | ||
| | |10 | ||
| | |Increases cost of selling to all NPCs. Helps earn zeny faster. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:49}} | ||
|10 | |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. | |||
{| 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 | |||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice''' | ||
| | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:17}} | ||
| | |10 | ||
| | |Fireball still deals decent damage until around ~level 150. Having two Fire Condor cards can make this skill even stronger. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:14}} | ||
|5 | |5 | ||
| | |Prerequisite for Frost Diver. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:15}} | ||
| | |1 | ||
| | |Prerequisite for Storm Gust. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:20}} | ||
| | |4 | ||
| | |Prerequisite for Thunderstorm and Jupitel Thunder. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:21}} | ||
| | |1 | ||
| | |Prerequisite for Lord of Vermillion. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:11}} | ||
| | |1 | ||
| | |Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target). | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:28}} | ||
| | |3-10 | ||
| | |Mainly for self-healing. Also helpful in healing teammates. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:29}} | ||
| | |10 | ||
| | |The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:22}} | ||
| | |5 | ||
| | |Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies. | ||
|- | |||
|{{#Skill:34}} | |||
|10 | |||
|Grants STR, INT and DEX bonuses. Very useful buff. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:24}} | ||
|1 | |1 | ||
| | |Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:26}} | ||
| | |1 | ||
| | |Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)! | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:43}} | ||
| | |3-10 | ||
| | |Prerequisite for Vulture's Eye. | ||
|- | |- | ||
|} | |{{#Skill:44}} | ||
| | |1 | ||
|Prerequisite for Attention Concentrate. | |||
|- | |- | ||
|{{#Skill:45}} | |||
|10 | |||
|Your main source of DEX and AGI. Max this one for reduced cast times. | |||
|- | |- | ||
| | | style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice''' | ||
|- | |||
|{{#Skill:89}} | |||
|1 or 10 | |||
|Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher Freeze chance while higher levels mean higher damage but lower Freeze chance. Use at level 1 for more crowd control. Use at level 10 for more damage. | |||
'''Notice: The skill has a tendency to push enemies to the upper right.''' | |||
|- | |- | ||
| | |{{#Skill:84}} | ||
|5-10 | |||
|An improved version of Lightning Bolt with an added knockback and removed cooldown. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:85}} | ||
|10 | |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: | |{{#Skill:90}} | ||
| | |3 | ||
| | |Prerequisite for Heaven's Drive. Essentially an Earth Bolt. | ||
|- | |||
|{{#Skill:91}} | |||
|1-5 | |||
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:92}} | ||
| | |5 | ||
| | |Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:74}} | ||
|5 | |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: | |{{#Skill:248}} | ||
|10 | |10 | ||
| | |Adds up to 2000HP and increases Holy resistance by up to 50%. Every bit of HP counts. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:105}} | ||
|1 | |1 | ||
| | |Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:107}} | ||
|1 | |1 | ||
| | |Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:108}} | ||
|1 | |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<br> | LV 1 weapon: Iron Ore<br> | ||
LV 2 weapon: Iron<br> | LV 2 weapon: Iron<br> | ||
| Line 442: | Line 378: | ||
|{{#Skill:5076}} | |{{#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. | |Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. Beware of the ridiculously long 5-minute cooldown, so use wisely. | ||
|- | |- | ||
|{{#Skill:5075}} | |{{#Skill:5075}} | ||
| Line 450: | Line 386: | ||
|{{#Skill:5077}} | |{{#Skill:5077}} | ||
|5 | |5 | ||
|Passive skill. Increases HP, SP, MATK and healing | |Passive skill. Increases HP, SP, MATK and amount of healing given. Sizeable jump in bonuses from level 4 to 5. | ||
|- | |||
|{{#Skill:2449}} | |||
|5 | |||
|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. | |||
|- | |- | ||
|} | |||
|} | |} | ||
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 469: | Line 427: | ||
|{{#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> | ||
Aftercast Delay: 0.3 seconds | |||
|- | |- | ||
|{{#Skill:5456}} | |{{#Skill:5456}} | ||
| Line 479: | Line 437: | ||
Fixed Cast Time: 1 second<br> | Fixed Cast Time: 1 second<br> | ||
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br> | Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br> | ||
Max AoE of 9x9 and max of 10 hits at level 9. | Aftercast Delay: 0.5 seconds<br> | ||
Max AoE of 9x9 and max of 10 hits at level 9. | |||
|- | |- | ||
|{{#Skill:5457}} | |{{#Skill:5457}} | ||
| Line 486: | Line 445: | ||
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 - 10 | |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> | ||
Aftercast Delay: 0.5 seconds<br> | |||
|- | |- | ||
|{{#Skill:5462}} | |{{#Skill:5462}} | ||
| Line 515: | Line 477: | ||
|{{#Skill:5505}} | |{{#Skill:5505}} | ||
|Optional | |Optional | ||
|Overcoming Crisis is a super-duper skill that increases Max HP, | |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. | ||
|- | |- | ||
|} | |} | ||
|} | |} | ||
{| 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% " | | ! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice - ASPD Napalm Vulcan Strike | ||
|- | |- | ||
|[[File:File:Mage | |Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the {{#item:400545}} + {{#item:550133}} combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least 40% ACD reduction and 180+ ASPD are recommended. Unlike the Jack Frost Nova build above, piano skills and proper skill rotation aren't needed. Just set up a smartkey/smartcast [[Patcher#Turbo_Setup|Turbo]], open up with another skill like Ground Gravitation or Jack Frost Nova to tenderize them a bit, aim, and start spraying them with angry thoughts and/or angry souls. | ||
{| class=" | |||
[[File:HN Mage 1.png|left|900x900px|thumb|Default skill build.]] | |||
[[File:HN Mage 2.png|left|900x900px|thumb|Default skill build.]] <!-- | |||
[[File:HN Mage 1y.png|left|900x900px|thumb|100% VCT Yortus combo variant. DEX-increasing skills like Owl's Eye is at a lower level, giving a few extra points to other skills.]] | |||
[[File:HN Mage 2y.png|left|900x900px|thumb|100% VCT Yortus combo variant. Replace Sanctuary with something else. I added points there because I'm a lazy cheapskate who wants a bit of an auto-heal in Lake of Fire or in the strange dungeon.]] --> | |||
[[File:HN Mage 3svs.png|left|900x900px|thumb|This build is designed to be tanky and comfy to use. NVS and an opener are maxed. In this case, the opener is Ground Gravitation. However, when you're farming in Depth1 and Depth2, Jack Frost Nova is the better opener, so annoying stripper frogs and frustratingly quake-happy salamanders are killed faster.]] <!-- | |||
[[File:HN Mage 3svs 65.png|left|900x900px|thumb|'''Job Level 65.''' Improved, job level 65 version, not obtainable yet.]] | |||
[[File:HN NVS.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]] --> | |||
[[File:HN NVS 2.jpg|left|900x900px|thumb|NVS Hyper Novice with the TDRC combo above in Depth2.]] | |||
{| class="wikitable" width="100%" | |||
! style=" width: 15% " | Skill | |||
! style=" width: 5% " | Level | |||
! style=" width: 90% " | Notes | |||
|- | |- | ||
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice''' | |||
|- | |- | ||
| | |{{#Skill:5450}} | ||
|5+ | |||
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree. | |||
|- | |- | ||
| | |{{#Skill: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 | |||
|- | |- | ||
| | |{{#Skill:5456}} | ||
| | |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<br> | |||
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br> | |||
Aftercast Delay: 0.5 seconds<br> | |||
Max AoE of 9x9 and max of 10 hits at level 9. | |||
|- | |- | ||
|{{# | |{{#Skill:5457}} | ||
| | |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<br> | |||
Skill cooldown: 3 seconds<br> | |||
Aftercast Delay: 0.3 seconds<br> | |||
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay. | |||
|- | |- | ||
|{{# | |{{#Skill:5458}}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<br> | |||
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10<br> | |||
Aftercast Delay: 1 second<br> | |||
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay | |||
|- | |- | ||
|{{# | |{{#Skill:5459}} | ||
| | |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<br> | |||
Skill cooldown: 5 seconds<br> | |||
Aftercast Delay: 1 second (level 10), '''UTTER PAIN''' below level 9<br> | |||
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above. | |||
|- | |- | ||
|{{# | |{{#Skill:5460}} | ||
| | |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<br> | |||
Skill cooldown: 0.3 seconds<br> | |||
Aftercast Delay: 0.5 seconds<br> | |||
|- | |- | ||
|{{# | |{{#Skill:5462}} | ||
| | |Optional | ||
| | |The Mage Tree's AP skill greatly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage. | ||
|- | |- | ||
|{{# | |{{#Skill:5505}} | ||
| | |Optional | ||
| | |Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get. | ||
|- | |- | ||
| | |} | ||
| | |} | ||
| | |||
| | ===Equipment=== | ||
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]] | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Fire Ball | |||
| | |||
|- | |- | ||
|{{#item: | |[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] --> | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Equipment | |||
|- | |||
| | |||
|- | |||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Super Novice (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 | ||
| | |Starter Garment - gives 10% Neutral resistance. | ||
|- | |- | ||
|{{#item:2416}} | |{{#item:2416}} | ||
|Footgear | |Footgear | ||
|Starter Shoes. Gives an HP boost. | |Starter Shoes. Gives an HP boost. | ||
|- | |- | ||
|{{#item:22015}} | |{{#item:5125}} | ||
|Footgear | |Upper Headgear | ||
|Vocal | |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 | |||
|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}} | ||
|Dragon Fly | |Dragon Fly | ||
|Gives 10SP. | |Gives 10SP. | ||
| Line 616: | Line 659: | ||
|- | |- | ||
|'''Advanced Paradise Set''' | |'''Advanced Paradise Set''' | ||
| | |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 627: | Line 670: | ||
{{#item:490015}} | {{#item:490015}} | ||
|10 {{#item:6919}} per piece. Obtained by completing [[16.1 Banquet for Heroes]] | |||
|10 {{#item:6919}} per piece. Obtained by completing | |||
|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 638: | Line 680: | ||
{{#item:490018}} | {{#item:490018}} | ||
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]] | |||
|10 {{#item:25155}} per piece. Obtained by completing the [[16.2 Terra Gloria]] | |||
|Good until level 150. An upgraded version of the Noblesse set. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129}}, at the cost of... | |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 649: | Line 690: | ||
{{#item:490020}} | {{#item:490020}} | ||
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] | |||
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] | |||
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}. | |Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}. | ||
|- | |- | ||
|{{#item:550044}} | |{{#item:550044}} | ||
|Rod | |rowspan="2"| Rod | ||
|[[Beginners Guide|Eden Academy]], Base Level 100 and above | |[[Beginners Guide|Eden Academy]], Base Level 100 and above | ||
|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. | |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}} | |{{#item:550080}} | ||
|[[Bioresearch Laboratory]], Base Level 100 and above | |[[Bioresearch Laboratory]], Base Level 100 and above | ||
|An ancient rod. See the link above for more info on patenting it. | |An ancient rod. See the link above for more info on patenting it. | ||
| Line 665: | Line 704: | ||
|{{#item:5897}} | |{{#item:5897}} | ||
|Upper Headgear | |Upper Headgear | ||
|[[ | |[[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. | ||
|- | |- | ||
| Line 676: | Line 715: | ||
|Footgear | |Footgear | ||
|[[Old Glast Heim]] | |[[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. | |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 682: | 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}} | ||
|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:400054}} | |{{#item:400054}} | ||
{{#item:400044}} | {{#item:400044}} | ||
|Upper Headgear | |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. | |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 706: | Line 742: | ||
|- | |- | ||
|{{#item:15377}} | |{{#item:15377}} | ||
|Armor | |rowspan="2"| Armor | ||
|[[Illusion]] | |[[17.1 Illusion]] | ||
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{#item:39540}} and two {{#item:39535}} are recommended. | |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}} | ||
|[[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. | |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}} | ||
|[[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 a lot 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:2113}} | |{{#item:2113}} | ||
|Shield | |rowspan="3"| 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 | |{{#item:28942}}<br>[[Cursed Knight Shield]] | ||
| | |MUUUUUH?!!!! MOOOOO!!!! MAIMOOMOO! MAMAU!!!!!!! (transforms into... something) | ||
| | [[File:SN Boots.png|40x40px]] | ||
|A good shield that provides many bonuses, especially at higher refines. | |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}} | ||
|[[Illusion of Twins]] | |[[Illusion of Twins]] | ||
| | |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}} | ||
| | | | ||
|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: | |{{#item:470023}} | ||
|[[17.2 Sage Legacy]] | |||
|[[ | |Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:32209}} | ||
|Accessory | |rowspan="4"| Accessory | ||
|[[Illusion]] | |rowspan="2"| [[17.1 Illusion]] | ||
|One of the best accessories for this build. Grants MATK +5%. {{#item: | |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. | |||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200- | |{{#item:490026}} | ||
|rowspan="2"| [[17.2 Sage Legacy]] | |||
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | |||
|- | |||
|{{#item:490027}} | |||
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | |||
|- | |||
|- | |||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (200-230)''' | |||
|- | |- | ||
|{{#item:400263}} | |{{#item:400263}} | ||
{{#item:400265}} | |||
|Upper Headgear | |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. | |Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. | ||
|- | |- | ||
|{{#item:410092}} | |{{#item:410092}} | ||
|Middle Headgear | |Middle Headgear | ||
|[[Rudus]] | |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:420003}} | |{{#item:420003}} | ||
|Lower Headgear | |Lower Headgear | ||
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD. | |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: | |{{#item:450178}} | ||
| | |rowspan="2"| Armor | ||
|[[Gray Wolf Equipment]] | |||
|An improved version of the Automatic Armor, it gives a large increase in MATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. | |||
|Armor | |||
|[[ | |||
|An improved version of the | |||
|- | |- | ||
|{{#item:450207}} | |{{#item:450207}} | ||
|[[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:550057}} | |{{#item:550057}} | ||
|Rod | |rowspan="3"| Rod | ||
|[[Amicitia | |[[Amicitia]] | ||
|A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8. | |A level 5 weapon that boosts {{#skill:5456}} and {{#skill:5455}} damage. Try refining this to +8. | ||
|- | |- | ||
|{{#item:550075}} | |{{#item:550075}} | ||
|[[OS / OSAD Weapons]] | |||
|[[ | |||
|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}} | ||
|[[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}} | ||
|[[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: | |{{#item:480090}} | ||
|Garment | |rowspan="3"| Garment | ||
|[[ | |[[Gray Wolf Equipment]] | ||
|Improved version of the Illusion Engine Wing. | |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}} | ||
|[[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 | |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: | |{{#item:470088}} | ||
|[[Gray Wolf Equipment]] | |||
|[[ | |Improved version of the Illusion Leg and Automatic Leg. | ||
|Improved version of the Illusion Leg | |||
|- | |- | ||
|{{#item: | |{{#item:470116}} | ||
|[[Issgard Equipment]] | |||
|[[ | |Improved version of the Gray Shoes. | ||
| | |||
|- | |- | ||
|{{#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) | ||
|- | |- | ||
|- | |- | ||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)''' | ||
|- | |- | ||
|{{#item:400111}} | |{{#item:400111}} | ||
| Line 892: | Line 914: | ||
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better. | |One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better. | ||
|- | |- | ||
|{{#item: | |{{#item:410080}} | ||
| | |rowspan="2"| Middle Headgear | ||
| | |[[Verus]] | ||
| | |A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants. | ||
|- | |- | ||
|{{#item: | |{{#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: | |{{#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: | |{{#item:450271}} | ||
|Armor | |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 {{#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]] | ||
|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. | |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:460040}} | |{{#item:460040}} | ||
|Shield | |Shield | ||
|Episode 20 | |Episode 20 | ||
|The | |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}} | ||
|[[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: | |{{#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}} | ||
|Sunken Ship | |Sunken Ship | ||
|Climbing noises not included. One of, if not the best | |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) | ||
| | |rowspan="2"| Upper Headgear | ||
|One of the best-in-slot accessories. EXPENSIVE to enchant! | |One of the best-in-slot accessories. EXPENSIVE to enchant! | ||
|- | |- | ||
|{{#item:490307}} | |{{#item:490307}} | ||
|Accessory (Left) | |Accessory (Left) | ||
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant! | |One of, if not the best-in-slot accessories. EXPENSIVE to enchant! | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 275+''' | ||
|- | |||
|{{#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: | |{{#item:400724}} | ||
| | |[[21 Age of Heroes]] | ||
|Probably the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits. | |||
| | |||
|- | |- | ||
|} | |{{#item:410233}} | ||
|} | |Middle Headgear | ||
|rowspan="2"| [[Alice Twisted Madness]] | |||
|Get VCT, ACD, MATK or S.MATK enchants. | |||
|- | |||
|{{#item:420213}} | |||
|Lower Headgear | |||
|Get INT and S.MATK or VCT. ASPD can be useful for {{#skill:5460}}-focused builds. | |||
| | |||
|- | |||
|{{#item:450284}} | |||
|rowspan="2"| Armor | |||
|[[Varmundt's Biosphere Depth]] | |||
|The 2nd best-in-slot armor will serve you well until all the stars align. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines. | |||
|- | |||
|{{#item:450173}} | |||
|[[Constellation Tower]] | |||
|The best-in-slot armor, '''but only if all the stars align'''. {{#item:450284}} by itself is a lot more powerful, so stick to it in the meantime. But once you obtain the following: | |||
*{{#item:480351}} with {{#item:313018}} | |||
*{{#item:490136}} with {{#item:313038}} | |||
*{{#item:490485}} with {{#item:312996}} | |||
There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast. | |||
|- | |||
|{{#item:550133}} | |||
|rowspan="2"| Rod | |||
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]] | |||
|If you're level 250 and above, you can skip {{#item:550089}} and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts {{#Skill:5455}} and {{#Skill:5458}} damage. | |||
When paired with {{#item:400545}}, it greatly boosts {{#Skill:5460}} damage and has a 50% chance to autocast {{#Skill:5220}}, but requires high ASPD (175+), ACD reduction (30% and above), and [[Patcher#Turbo_Setup|smartcast]] for maximum effectiveness. {{#Skill:5457}} and {{#Skill:5456}} are still decently strong even if this weapon doesn't buff them at all. | |||
|- | |||
{| | |{{#item:550152}} | ||
|[[Time Gap Weapons]] | |||
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts {{#Skill:5457}} and {{#Skill:5456}} when paired with {{#item:400545}}. | |||
|- | |- | ||
|{{#item:460020}} | |||
|rowspan="2"| 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 {{#item:300379}}. | |||
|- | |- | ||
| | |{{#item:460040}} | ||
|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 - 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: | |{{#item:480351}} | ||
|Garment | |||
|[[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: | |||
|- | |- | ||
|{{#item: | |{{#item:470204}} | ||
|Footgear | |||
|Sunken Ship | |||
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results. | |||
| | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item: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 {{#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: | |{{#item: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 {{#item:480351}}. | |||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 285+ (Future, currently unobtainable here)''' | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:400991}} | ||
|Headgear | |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 {{#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: | |{{#item:550177}} | ||
| | |Weapon | ||
| | |??? | ||
|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: | |{{#item:470337}} | ||
| | |rowspan="2"| Footgear | ||
|Increases | |??? | ||
|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: | |{{#item:470338}} | ||
| | |??? | ||
| | |Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts. | ||
|- | |- | ||
| | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment''' | ||
| | |||
|- | |- | ||
| | |'''Beginner Shadow Gear''' | ||
| | |rowspan="2"| Shadow Gear Set | ||
| | |rowspan="2"| @go eden, Lucy | ||
|Starter shadow set | |||
|- | |- | ||
|{{#item: | |'''Advanced Shadow Gear''' | ||
|Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 {{#item:25223}} per week or 30 {{#item:25223}} per piece, 80 {{#item:25223}} for the class-specific weapon. | |||
|- | |- | ||
|{{#item: | |{{#item:24883}}<br>{{#item:24884}} | ||
|Armor | |Shadow Armor, Shadow Shoes | ||
| | |rowspan="6"| [[Shadow Gear]] | ||
|Shadow armor and shoes that increase magical damage. | |||
|- | |- | ||
|{{#item: | |{{#item:24753}}<br>{{#item:24754}} | ||
|Weapon | |Shadow Weapon, Shadow Shield | ||
| | |Combos with the Magical Spell Armor and Shoes. Enchant with MATK and Spell for damage, or Heal% and H.PLUS or CRT for additional healing and less potion use, or a mix of both for balance. Grab these two for more power. | ||
|- | |- | ||
|{{#item: | |{{#item:24282}}<br>{{#item:24318}} | ||
|Weapon | |Shadow Weapon, Shadow Shield | ||
| | |Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these. | ||
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to {{#item:24753}} and {{#item:24754}} above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes {{#skill:5460}} builds stronger due to the ASPD increase compared to {{#item:24753}} and {{#item:24754}}. Meanwhile, {{#skill:5456}} or {{#skill:5457}} builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the {{#item:300522}}/{{#item:300529}} combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta <s>damage</s> quality of life improvements! Enchant with MATK against monster size or ASPD. | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#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: | |{{#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: | |{{#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: | |{{#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: | |{{#item:28900}} | ||
|Shield | |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: | |{{#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: | |{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}} | ||
|Garment | |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:#ADD8E6; color:Black; width: 100% " |'''Cards and Costume Stones''' | |||
| | |||
|- | |- | ||
|{ | | | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 20% " | Card | ||
! style=" width: 10% " | Slot | |||
! style=" width: 80% " | Notes | |||
|- | |- | ||
|{{#item: | |{{#item:27310}} | ||
| | {{#item:4600}} <br> | ||
| | {{#item:4586}} <br> | ||
{{#item:4597}} <br> | |||
{{#item:4599}} <br> | |||
{{#item:4598}} <br> | |||
|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: | |{{#item:300251}} | ||
{{#item:300259}} <br> | |||
| | {{#item:300255}} <br> | ||
{{#item:300257}} <br> | |||
{{#item:300256}} <br> | |||
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears. | |||
*Plagarion: Neutral | |||
*Fulgor: Earth | |||
*Litus: Wind | |||
*Vanilaqus: Water | |||
*Fillia: Fire | |||
|- | |- | ||
|{{#item: | |{{#item:27328}} | ||
| | |Early-game card. It can be paired with multiple cards for more bonuses. | ||
|- | |- | ||
|{{#item: | |{{#item:300359}} | ||
| | |Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova. | ||
|- | |- | ||
|{{#item: | |{{#item:300174}} | ||
| | |If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%. | ||
|- | |- | ||
|{{#item: | |{{#item:4241}} | ||
| | |Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game. | ||
|- | |- | ||
|{{#item: | |{{#item:300308}} | ||
| | |rowspan="7"| Armor | ||
| | |At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card. | ||
|- | |- | ||
|{{#item: | |{{#item:300361}} | ||
| | |Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova. | ||
|- | |- | ||
|{{#item: | |{{#item: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. | ||
|- | |- | ||
|{{#item: | |{{#item:4023}} | ||
| | |Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK. | ||
|- | |- | ||
|{{#item: | |{{#item: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. | ||
|- | |- | ||
|{{#item: | |{{#item: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. | ||
| | |- | ||
|{{#item: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. | |||
|- | |- | ||
|{{#item: | |{{#item:27196}} | ||
| | |rowspan="9"|Weapon | ||
| | |Early-mid game card that boosts damage against small monsters. | ||
|- | |- | ||
|{{#item: | |{{#item:27289}} | ||
|Early-mid game card that boosts damage against Medium-sized monsters. | |||
|Early-game card that | |||
|- | |- | ||
|{{#item: | |{{#item:27286}} | ||
| | |Early-mid game card that boosts damage against Large monsters. | ||
|- | |- | ||
|{{#item: | |{{#item: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. | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:27384}} | ||
| | |Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card. | ||
|- | |- | ||
|{{#item: | |{{#item:300114}} | ||
{{#item: | {{#item:300140}} <br> | ||
{{#item: | {{#item:300010}} <br> | ||
{{#item: | {{#item:27324}} <br> | ||
{{#item: | {{#item:300124}} <br> | ||
{{#item: | {{#item:27320}} <br> | ||
{{#item: | {{#item:300106}} <br> | ||
{{#item: | {{#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. | |||
|These cards boost elemental damage. | *Blue Pitaya: Water | ||
* | *E-EA1L: Fire, but cheaper | ||
* | *Red Pitaya: Fire | ||
* | *Spectral Plasma: Ghost | ||
* | |||
* | |||
* | |||
* | |||
* | |||
|- | |- | ||
|{{#item: | |{{#item: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. | ||
| | |- | ||
|{{#item:300455}} | |||
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies. | |||
|- | |- | ||
|{{#item: | |{{#item:300601}} | ||
{{#item: | |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. | ||
{{# | |||
|- | |- | ||
|{{#item: | |{{#item:27356}} | ||
|rowspan="4"|Shield | |||
| | |The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters. | ||
| | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:4413}} | ||
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:300379}} | ||
{{#item: | |A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12. | ||
|- | |- | ||
|} | |{{#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. | |||
|- | |- | ||
|{{#item:300123}} | |||
{{#item:4629}} <br> | |||
{{#item:300149}} <br> | |||
{{#item:27167}} <br> | |||
{{#item:4657}} <br> | |||
{{#item:300372}} <br> | |||
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better. | |||
*Purple Pitaya: Neutral | |||
*Arc Elder: Earth | |||
*Deep Sea Phen: Wind | |||
*Faceworm Larva: Water | |||
*Nightmare Ancient Mummy: Fire | |||
*Cave Flower (not implemented): Ghost | |||
|- | |- | ||
| | |{{#item:300269}} | ||
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | |||
|- | |- | ||
|} | |{{#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. | |||
|- | |- | ||
|{{#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. | |||
|- | |- | ||
| | |{{#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. | |||
|- | |- | ||
|} | |{{#item:300424}} | ||
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into. | |||
{ | |||
|- | |- | ||
|{{#item:300521}} | |||
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}. | |||
|- | |- | ||
| | |{{#item:300522}} | ||
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}. | |||
|- | |- | ||
|} | |{{#item:27362}} | ||
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this. | |||
|- | |- | ||
|{{#item:4576}} | |||
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this. | |||
|- | |- | ||
| | |{{#item:27249}} | ||
|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]]. | |||
|- | |- | ||
|} | |{{#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]]. | |||
|- | |- | ||
| | |{{#item:4658}} | ||
| | |Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements. | ||
|- | |- | ||
| | |{{#item:27255}} | ||
| | |Good for Wind and Water focused builds. | ||
|- | |- | ||
| | |{{#item:27253}} | ||
| | |Good for Fire focused builds. | ||
|- | |- | ||
| | |{{#item:27250}} | ||
| | |Good for Neutral and Earth focused builds. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item:300458}} | ||
| | |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:4327}} | |||
|rowspan="4"|Accessory | |||
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum. | |||
|- | |- | ||
| | |{{#item:27026}} | ||
| | |An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game. | ||
|- | |- | ||
| | |{{#item:4577}} | ||
| | {{#item:300222}} <br> | ||
{{#item:27125}} <br> | |||
{{#item:300364}} <br> | |||
{{#item:27161}} <br> | |||
{{#item:300216}} <br> | |||
{{#item:300211}} <br> | |||
{{#item:27262}} <br> | |||
{{#item:300218}} <br> | |||
{{#item:300006}} <br> | |||
{{#item:300267}} <br> | |||
{{#item:300268}} <br> | |||
|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}} | ||
| | |Boosts MATK. Use two of these for a more even spread of damage across all elements. | ||
|- | |- | ||
| | |{{#item:1000857}} | ||
{{#item:1000859}} <br> | |||
| | {{#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}} | |||
|Garment costume | |||
|These two reduce Fixed Cast Time by 0.3 and 0.5 seconds respectively. Replace these with something better once your equipment can substantially reduce Fixed Cast Time. | |||
|- | |||
|{{#item:1001329}} | |||
|Lower costume headgear | |||
|This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me! | |||
|- | |- | ||
| | |{{#item:1001327}} | ||
| | {{#item:25454}} <br> | ||
| | {{#item:1001326}} | ||
|Upper costume headgear, mid costume headgear, garment costume | |||
|Using these costume stones grants access to Judex. High Wizard Stone increases Judex's damage. It can help make leveling more tolerable, especially at level 150 when paired with a +7 {{#item:550081}}. | |||
|- | |- | ||
| | |{{#item:1001327}} | ||
| | {{#item:1001328}}<br> | ||
| | {{#item:1001329}}<br> | ||
{{#item:1001489}} | |||
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume | |||
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits. 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. | |||
|- | |- | ||
|} | |} | ||
|} | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:# | ! style="background-color:#ADD8E6; color:Black; width: 100% " |Pets | ||
|- | |- | ||
| | | | ||
The | |||
The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet. | |||
{ | *{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead. | ||
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds. | |||
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings. | |||
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build. | |||
|- | |- | ||
| | |} | ||
===Tips and Tricks=== | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Leveling (WIP) | |||
| | |||
|- | |- | ||
|{{# | |'''WORK IN PROGRESS''', placeholder, may contain suboptimal info | ||
|1 | |||
'''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! | |||
|- | |- | ||
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy | |||
| | |||
|- | |- | ||
|{{#skill: | |The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing. <!--- This strategy is focused more on a modestly built Hyper Novice with very little to no consumables used even in the thick of battle. | ||
'''This is subject to change depending on the market:''' As of the time of this writing, my idea of a "modestly built" Hyper Novice has the full Illusion Morpheus Set with the hood and shawl both at +9, a Paradise Super Novice Wand, a +9 Grace Super Novice Robe, a +9 Grace Magic Boots and a Novice Shield. ---> | |||
<u>'''Super Novice:'''</u> | |||
*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) --> | |||
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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Depth 1 | |||
|1 | |||
|- | |- | ||
|{{#skill: | |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 {{#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}}. | |||
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| | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |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 {{#item:23204}} so you won't get 1-shot by Moskrillos and Salamanders. {{#item:50035}} is significantly better. | |||
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier. | |||
*'''Enemy no. 1 - Salamanders. KILL ON SIGHT, even if they're alone!''' These annoying fire lizards are almost always the main reason for dying here due to Earthquake. But if they don't cast Earthquake first, then their CRIT Attack is almost a guaranteed kill. Again, KILL ON SIGHT!!! | |||
*'''Enemy no. 2 - The Graspers/Pullers, Frozen Gargoyle and Ancient Tree.''' In a place where mobs hit like a truck with a serious urge to isekai, and can occasionally "combo" with the Fiber Lockers, getting pulled to the wrong place at the wrong time can be certain death. Kill these two, especially the more dangerous and Grasp-Happy Gargoyle that can cast {{#skill:88}}. | |||
*'''Enemy no. 3 - The Windborne Moskrillo and Blue Acidus.''' Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful {{#skill:20}} and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast {{#skill:21}} and {{#skill:84}} in quick succession. | |||
*'''Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr''' because my goodness, they cast {{#skill:405}} like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around. | |||
<!--Here's a true story that happened to my main SN Rakugaki multiple times: He attempts to escape a huge horde. Duneyrr casts Spider Web. He gets stuck for 8 seconds. Two or more Duneyrrs casting Spider Web? Make that 16 seconds because their duration stacks for some reason. A Gargoyle grasps him back but somehow he still can't move, even if the spider web is all the way over there. He breaks free of the sticky, but he has less than 100 Hard MDEF, and a Gargoyle casts Frost Nova. Or if he has less than 100 Total LUK, a Morroc Incarnation casts Wide Curse. Or he has less than 100 Hard MDEF and 100 Total LUK, and he's both Frozen and Cursed! He's Frozen in place, or can barely even move, or both, and there's a Salamander (or a huge horde) nearby. Salamander casts Earthquake, and he's STILL NOT DEAD thanks to the Hyper Novice's extra life. But because {{#skill:268}} drastically reduces movement speed, there's no escaping the massive horde stampeding towards him. One more spider web sticks him in place, the sheer amount of REALLY ANGRY monsters overwhelms his 90% damage reduction, and his fate is sealed. COMBO KILL!!! ALL THE MONSTERS IN DEPTH2 ARE CHEERING!!! THE VERDICT - 10 10 9001!!! --> | |||
*Enemy no. 5 - Naga. They have {{#skill:57}}, but {{#skill:86}} is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball. | |||
*Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so. | |||
*Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage. | |||
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<!--- 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 | ||
| | |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 the | |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 {{#item:300261}}) to get as much CRIT Rate as possible while waiting for level 275 to access the Super Novice chant (see Hidden Skills above). | |||
|- | |- | ||
|{ | |} | ||
| | |||
| | {| class="wikitable" | ||
! style="text-align: center; font-weight: bold; width: 100px" | Trait | |||
! style="text-align: center; font-weight: bold; width: auto" | Amount | |||
! style="text-align: center; font-weight: bold; width: auto" | Notes | |||
|- | |- | ||
| | |POW | ||
| | |110 | ||
| | |Primary trait. Max this for the highest possible damage. | ||
|- | |- | ||
| | |STA | ||
|Optional | |Optional | ||
| | |If more RES is needed and there are still some points to spare, grab a few points here. | ||
|- | |- | ||
| | |WIS | ||
|Optional | |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 === | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:# | ! style="background-color:#880808; color:White; width: 100% " |Skills: Physical | ||
|- | |- | ||
|<!--- | |<!---[[File:Melee SN HTF.png|300px|right|thumb|With the power of the {{#item:16043| Chevrolet Suburban }}, a Super Novice makes sad Kimi happy.]] ---> | ||
The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods. | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
! style=" width: | ! style=" width: 15% " | Skill | ||
! style=" width: 5% " | Level | |||
! style=" width: | ! style=" width: 90% " | Notes | ||
! style=" width: | |||
|- | |- | ||
| style="background-color: # | | style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice''' | ||
|- | |- | ||
|{{# | |{{#skill:48 |Double Attack}} | ||
| | |Optional | ||
| | |At level 10, add a 70% chance to double attack while increasing Hit by 10%. | ||
Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage. | |||
|- | |- | ||
|{{# | |{{#skill:50 |Steal}} | ||
| | |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. | ||
|- | |- | ||
|{{# | |{{#skill:28 |Heal}} | ||
| | |3 | ||
| | |Mainly for self-healing purposes. | ||
|- | |- | ||
|{{# | |{{#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. | |||
|- | |- | ||
|{{# | |{{#skill:31 |Aqua Benedicta}} | ||
| | |1 | ||
| | |Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 200z per Holy Water bottle. | ||
|- | |- | ||
|{{# | |{{#skill:34 |Blessing}} | ||
| | |Optional | ||
| | |Makes you hit harder and more accurately. Optional. | ||
|- | |- | ||
|{{# | |{{#skill:9 |Increase SP Recovery}} | ||
| | |Optional | ||
|Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here. | |||
| | |||
|- | |- | ||
|{{# | |{{#skill:45 |Attention Concentrate}} | ||
| | |10 | ||
|At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes). | |||
| | |||
Your main source of DEX and AGI at higher levels. Max this. | |||
|- | |- | ||
|{{# | |{{#skill:24 |Ruwach}} | ||
| | |1 | ||
|Reveals and deals Holy Element magic damage to hidden enemies. | |||
| | |||
|- | |- | ||
|{{# | |{{#skill:26 |Teleport}} | ||
| | |1 | ||
|Save weight, money, inventory space and the grind for items that enable it! | |||
| | |||
|- | |- | ||
|{{# | |{{#skill:11 |Napalm Beat}} | ||
| | |Optional | ||
|Prerequisite for Soul Strike and Safety Wall. | |||
| | |||
|- | |- | ||
|{{# | |{{#skill:13 |Soul Strike}} | ||
| | |Optional | ||
|Prerequisite for Safety Wall. | |||
| | |||
|- | |- | ||
|{{# | |{{#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. | |||
|- | |- | ||
| style="background-color: # | | style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice''' | ||
|- | |- | ||
|{{# | |{{#skill:210 |Snatcher (Gank)}} | ||
| | |4 | ||
| | |Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned. | ||
|- | |- | ||
|{{# | |{{#skill:213 |Tunnel Drive}} | ||
|2 | |||
|Moving while hiding makes escaping or positioning for a raid easier. | |||
|- | |||
{{# | |{{#skill:211 |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. | |||
| | |- | ||
| | |{{#skill:212 |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. | |||
|- | |- | ||
|{{# | |{{#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. | |||
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}} | ||
|3 | |||
|Increases the ATK and MATK of all party members by up to 25 for 120 seconds. | |||
| | |||
| | |||
|- | |- | ||
|{{# | |{{#skill:68 |Aspersio}} | ||
|1-5 | |||
|Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use. | |||
| | |||
| | |||
|- | |- | ||
|{{# | |{{#skill:90 |Earth Spike}} | ||
| | |Optional | ||
| | |Prerequisite for Quagmire. | ||
|- | |- | ||
|{{# | |{{#skill:91 |Heaven's Drive}} | ||
| | |Optional | ||
| | |Prerequisite for Quagmire. | ||
|- | |- | ||
|{{# | |{{#skill:92 |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. | ||
|- | |- | ||
|{{# | |{{#skill:5075 |Breakthrough}} | ||
| | |5 | ||
| | |More HP, SP and received healing is always better. Max this. | ||
|- | |- | ||
|{{# | |{{#skill:5076 |Help Me Angel!}} | ||
| | |Optional | ||
| | |Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely. | ||
|- | |- | ||
|{{# | |{{#skill:5077 |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. | ||
|- | |- | ||
| | | style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)''' | ||
| | |||
|- | |- | ||
|{{# | |{{#skill:5449 |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. | ||
|- | |- | ||
|{{# | |{{#skill:5451 |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. | ||
|- | |- | ||
|{{# | |{{#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. | ||
|- | |- | ||
|{{# | |{{#skill:5453 |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. | ||
|- | |- | ||
|{{# | |{{#skill:5454 |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. | ||
|- | |- | ||
|{{# | |{{#skill:5461 |Breaking Limit}} | ||
| | |1 | ||
| | |Significantly increases the damage of all skills in the Physical tree. | ||
|- | |- | ||
| | |} | ||
|} | |||
| | === Equipment === | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#880808; color:White; width: 100% " |Equipment | |||
|- | |- | ||
|{{#item: | |<!---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 | |||
|- | |||
| style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Super Novice''' | |||
|- | |||
|{{#item:34805}} | |||
|Chest | |||
|[[Beginners Guide|Eden Academy]], Base Level 10 | |||
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100. | |||
|- | |||
|{{#item:5119}} | |||
|Upper Headgear | |Upper Headgear | ||
| | |Lighthalzen Armory (unslotted) | ||
| | Holden (slotted) | ||
|Starter Headgear. Gives +1 all stats. | |||
|- | |- | ||
|{{#item: | |{{#item:18776}} | ||
| | |Upper Headgear | ||
| | |Toad | ||
| | |Part of the Angel's Set. Adds 3% SP recovery. | ||
|- | |- | ||
|{{#item: | |{{#item: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 ({{#item:2352|Tattered Novice Ninja Suit }}). | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:15012}} | ||
|Armor | |Armor | ||
| | |Orc Lady | ||
| | |Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills. | ||
|- | |- | ||
|{{#item: | |{{#item: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. | |||
|- | |- | ||
|{{#item:2113}} | |||
|{{#item:2113 | |||
|Shield | |Shield | ||
|Lighthalzen Armory | |Lighthalzen Armory | ||
| | |The combination of having frighteningly low HP until level 98 and the massive -10 ASPD penalty makes wearing a shield more of a detriment, reducing your damage while not providing enough protection despite its awesome 20% resistance to all elements except Neutral bonus. It will become much better at higher levels, so save it for later until you have way more HP and ASPD to compensate. | ||
|- | |- | ||
|{{#item: | |{{#item:2183}} | ||
|Shield | |Shield | ||
| | |Mastering | ||
| | |Part of the Angel's Set. | ||
|- | |- | ||
|{{#item: | |{{#item:2512}} | ||
|Garment | |Garment | ||
| | |Lighthalzen Armory | ||
| | |Starter Garment - gives 10% Neutral resistance. | ||
|- | |- | ||
|{{#item: | |{{#item:20710}} | ||
|Garment | |Garment | ||
| | |Vagabond Wolf | ||
| | |Part of the Angel's Set. Adds 5% HP recovery. | ||
|- | |- | ||
|{{#item: | |{{#item:2416}} | ||
| | |Footgear | ||
| | |Lighthalzen Armory | ||
| | |Starter Shoes. Gives an HP boost. | ||
|- | |- | ||
|{{#item: | |{{#item:22015}} | ||
|Footgear | |Footgear | ||
| | |Vocal | ||
|Part of the Angel's Set. HP +100. | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:2628}} | ||
|Accessory | |Accessory | ||
| | |Izlude Armor Dealer | ||
| | |Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap. | ||
|- | |- | ||
|{{#item: | |{{#item:2607}} | ||
|Accessory | |Accessory | ||
| | |Dragon Fly | ||
| | |Gives 10SP. Because Super Novices have really low SP early on, every bit counts. | ||
|- | |- | ||
| | | style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)''' | ||
|- | |- | ||
|{{#item: | |{{#item:35108}} | ||
| | |Chest | ||
|[[ | |[[Beginners Guide|Eden Academy]], Base Level 100 | ||
| | |Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough {{#item:25223}} to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free. | ||
|- | |- | ||
|{{#item: | |{{#item:450122}} | ||
{{#item:470017}} | |||
| | {{#item:480014}} | ||
|{{#item: | |||
| | {{#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: | |{{#item:450124}} | ||
| | |||
|[[ | {{#item:470019}} | ||
| | |||
{{#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:450126}} | ||
{{#item:470021}} | |||
{{#item:480019}} | |||
{{#item:490020}} | |||
|Equipment Set | |||
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] questline. | |||
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}. | |||
|- | |- | ||
|{{#item: | |{{#item:450185|Paradise Luxury Suit }} | ||
| | {{#item:470069|Paradise Luxury Boots }} | ||
| | |Armor and Shoes | ||
| | |Eden Academy, level 100 | ||
|Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds. | |||
|- | |- | ||
|{{#item: | |{{#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 glaring downsides - no slots and it can't be refined. | ||
|- | |- | ||
|{{#item: | |{{#item:18776|Advanced Angel's Kiss }} | ||
|Upper Headgear | |||
|Reno (@go 36), 20 Pure Energy Crystals | |||
|Headgear | |Part of the Advanced Angel's Set. Gives a more SP recovery over the normal version. | ||
| | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:5358|Peco Ears }} | ||
| | |Mid Headgear | ||
| | |[[Gold Coins]] | ||
| | |Adds a little bit of AGI and MDEF for slightly increased survivability. | ||
|- | |- | ||
|{{#item: | |{{#item:15068|Advanced Angelic Protection }} | ||
| | |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. | |||
|- | |- | ||
|{{#item: | |{{#item:15116|Armor of Airship }} | ||
|Armor | |Armor | ||
|[[ | |[[Airship Assault]] | ||
| | |No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete. | ||
|- | |- | ||
|{{#item: | |{{#item:28705|Crimson Dagger |slots=2 }} | ||
|Dagger | |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). | ||
|- | |- | ||
|{{#item: | |{{#item:16040|Crimson Mace |slots=2 }} | ||
| | |Mace | ||
| | |Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider | ||
| | |An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15). | ||
|- | |- | ||
|{{#item: | |{{#item:2183|Advanced Angelic Guard }} | ||
| | |Shield | ||
| | |Reno (@go 36), 20 Pure Energy Crystals | ||
| | |Part of the Advanced Angel's Set. | ||
|- | |- | ||
|{{#item: | |{{#item:2113|Novice Shield }} | ||
| | |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. | ||
|- | |- | ||
|{{#item: | |{{#item:20710|Advanced Angelic Cardigan }} | ||
| | |Garment | ||
| | |Reno (@go 36), 20 Pure Energy Crystals | ||
| | |Part of the Advanced Angel's Set. Gives more HP recovery over the normal version. | ||
|- | |- | ||
|{{#item: | |{{#item:20743|Cloak of Airship }} | ||
| | |Garment | ||
| | |[[Airship Assault]] | ||
| | |An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist. | ||
|- | |- | ||
|{{#item: | |{{#item:22015|Advanced Angelic Reincarnation }} | ||
| | |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. | ||
|- | |- | ||
|{{#item: | |{{#item:22046|Boots of Airship }} | ||
| | |Footgear | ||
| | |[[Airship Assault]] | ||
| | |Use this to complete the Airship set. Gives an ASPD boost. | ||
|- | |- | ||
|{{#item: | |{{#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. | ||
|- | |- | ||
| | | style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''175-200''' | ||
|- | |- | ||
|{{#item: | |{{#item:5897|Ascendant Crown }} | ||
| | |Upper Headgear | ||
|[[ | |[[Cash Shop]] | ||
|A | |A very good headgear that provides a lot of bonuses, especially at higher refines. | ||
|- | |- | ||
|{{#item: | |{{#item:18874|Monocle }} | ||
| | |Mid Headgear | ||
|[[ | |Owl Viscount, Owl Marquees | ||
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained in the [[Cash Shop]], but only a few can be slotted, via the {{#item:6396|Spiritual Auger }}. | |||
|- | |- | ||
|{{#item: | |{{#item:5361|Gangster Scarf }} | ||
| | |Lower Headgear | ||
|[[ | |Cash Shop | ||
| | [[Custom Headgear Quests]] | ||
|Gives ATK+5. | |||
|- | |- | ||
|{{#item: | |{{#item:15376|Illusion Armor A-type}} | ||
| | |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 {{#item:39540|Modification Orb (Delay After Skill)}} and two {{#item:39534|Modification Orb (Power)}}. | ||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:16043| Meteor Strike|slots=2 }} | ||
| | |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. | ||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:500007|Hypocrisy Machine |slots=3 }} | ||
| | |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. | ||
|- | |- | ||
|{{#item: | |{{#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:2113|Novice Shield }} | ||
| | |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. | |||
|- | |- | ||
|{{#item:460017|Illusion Guard }} | |||
|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 | |||
|[[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. | |||
|- | |- | ||
|{{#item: | |{{#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:2576|Heroic Backpack }} | |||
|Garment | |||
|{{#item: | |[[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. | ||
|[[ | |||
| | |||
|- | |- | ||
|{{#item: | |{{#item:22011|Temporal Boots of Luck }} | ||
|Footgear | |||
|[[Old Glast Heim]] | |||
[[Temporal Boots]] | |||
|When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds. | |||
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!''' | |||
|- | |- | ||
| | |{{#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: | |{{#item:22238|Great Hero Boots}} | ||
| | |Footgear | ||
| | | | ||
| | |An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:510071|Patent Blessed Knife |slots=2 }}. Try to refine this to +11, then use the {{#item:100747|Hero's Weapon Modification Box (Superior)}} to turn it to a +10 Hero Boots-LT. | ||
|- | |- | ||
| | |{{#item:2963|Physical Enhancer Ring }} | ||
|Accessory | |||
|[[Geffen Magic Tournament]] | |||
|ATK +5%. Enchant this with a mix of CRIT damage and ASPD. Adjust accordingly. | |||
|- | |- | ||
|{{#item: | |{{#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:42207|Illusion Booster R }} | ||
|} | |Accessory | ||
|[[Illusion]] | |||
|ATK +5%. {{#item:25696|Modification Module (Drain Life)}}, {{#item:25681|Modification Module (Attack Speed)}} and {{#item:25682|Modification Module (Fatal)}} are recommended enchants. | |||
|- | |||
{| | |{{#item:42208|Illusion Booster L }} | ||
|Accessory | |||
|[[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:24318|Super Novice Shadow Shield }} | |||
|Shadow Gear | |||
|[[High Rank Shadow Gear]] | |||
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if if necessary, max Double Attack for faster ASPD. | |||
|- | |- | ||
| | |{{#item:24282|Super Novice Shadow Gauntlet }} | ||
{| | |Shadow Gear | ||
|[[High Rank Shadow Gear]] | |||
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Sword Mastery to further pierce DEF. | |||
|- | |- | ||
| | | style="background-color: #880808; color:White; text-align: center;" colspan="4" | '''Hyper Novice (WIP)''' | ||
| | |||
|- | |- | ||
| {{#item: | |{{#item:5897|Ascendant Crown }} | ||
|Headgear | |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. | |||
|- | |- | ||
|{{#item: | |{{#item:34281|Clark Sidecap EVT}} | ||
|Headgear | |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 {{#item:35160|ET insta-polish}} for 3 {{#item:32417|Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random. | |||
|- | |- | ||
|{{#item: | |{{#item:34278|Chung Cap EVT}} | ||
{{#item:34280|Stripe Cap EVT}}<br> | |||
{{#item:34284|Red Coronet EVT}} | |||
|Headgear | |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: | |{{#item:410080|Deep Blue Sunglasses }} | ||
| | |Middle Headgear | ||
| | | | ||
|Requires a non-slotted {{#item:410079|Deep Blue Sunglasses}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants. | |||
|- | |- | ||
|{{#item: | |{{#item:400002|Victory Wing Ears }} | ||
| | |Middle Headgear | ||
| | | | ||
|Requires a non-slotted {{#item:400001|Victory Wing Ears}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants. This is slightly more preferrable to the Deep Blue Sunglasses because of the Aftercast Delay reduction. | |||
|- | |- | ||
|{{#item: | |{{#item:18754|Blood Sucker}} | ||
| | |Lower Headgear | ||
| | |{{#item:28620|Lower Hat Box}} | ||
|A hideous-looking lower headgear that increases survivability by adding a small chance (3%) to lifesteal (5% of damage dealt as HP) when physically attacking at the cost of completely stopping HP and SP regeneration. | |||
|- | |- | ||
|{{#item: | |{{#item:450127|Automatic Armor A-type}} | ||
|Armor | |Armor | ||
| | |[[Illusion]] | ||
|Improved version of the Illusion Armor. Gives a large increase in ATK (+125), more ATK at higher refines, a boost to ASPD (+15%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Choose between {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000122|Automatic Module (Power)}}, {{#item:1000129|Automatic Module (Attacker Force)}}, {{#item:1000131|Automatic Module (Critical Force)}}. | |||
|- | |- | ||
|{{#item: | |{{#item:510054|Fortified Edge |slots=2 }} | ||
| | |Dagger | ||
| | |Broken Security Beta, Verporte | ||
|A level 5 weapon that boosts {{#skill:5451 |Double Bowling Bash}} damage. Refine this to +8. | |||
|- | |- | ||
|{{#item: | |{{#item:510039|Paradise Super Novice Dagger }} | ||
| | |Dagger | ||
| | |[[Eden Group]] | ||
|If better weapons like the ones listed below are still way out of reach, this humble dagger will still serve you well, even beyond level 200. It deals more damage than a +15 Crimson Mace, +15 Crimson Dagger and about as much damage as a +8 Fortified Edge. As the content gets tougher though, start saving Zeny and materials for better weapons. | |||
|- | |- | ||
|{{#item: | |{{#item:500007|Hypocrisy Machine |slots=3 }} | ||
| | |One-Handed Sword | ||
| | |Broken Security Beta, Verporte | ||
|One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to <s>infinity</s> +11 and beyond. | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#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: | |{{#item:2113|Novice Shield }} | ||
| | |Shield | ||
| | |Lighthalzen Armory | ||
|If a Purified Knight's Shield, Illusion Guard or Illusion Silver Guard are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral. | |||
|- | |- | ||
|{{#item: | |{{#item:460017|Illusion Guard }} | ||
| | |||
|Shield | |Shield | ||
| | |[[Illusion of Twins]] | ||
|Grants ASPD and Perfect Hit and can be enchanted. Get this if you're still lacking ASPD. | |||
|- | |- | ||
|{{#item: | |{{#item:28946|Purified Knight's Shield }} | ||
|Shield | |Shield | ||
|A | |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: | |{{#item:460018|Illusion Silver Guard }} | ||
|Shield | |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: | |{{#item:480020|Automatic Engine Wing A-type}} | ||
|Garment | |Garment | ||
| | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Engine Wing. Increases HP by 1500 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Choose between {{#item:1000125|Automatic Module (Fast)}}, {{#item:1000127|Automatic Module (Critical)}} and {{#item:1000143|Automatic Module (Powerful)}}. | |||
|- | |- | ||
|{{#item: | |{{#item:480124|Convertible Physical Wing}} | ||
|Garment | |Garment | ||
| | |[[Sunken Sands]] | ||
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. A good all-rounder, whether melee or ranged. | |||
|- | |- | ||
|{{#item: | |{{#item:480197|Convertible Critical Wing}} | ||
|Garment | |Garment | ||
| | |[[Sunken Sands]] | ||
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power and critical damage, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. Best for builds focused on Mega Sonic Blow. | |||
|- | |- | ||
|{{#item: | |{{#item:470022|Automatic Leg A-type}} | ||
| | |Shoes | ||
| | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Leg. Max SP +250. Adds 20 SP every 2 refine rate. Choose between {{#item:1000119|Automatic Module (Vital)}}, {{#item:1000120|Automatic Module (Mental)}}, {{#item:1000135|Automatic Module (Fixed Casting)}}, {{#item:1000149|Automatic Module (Overpower)}} or {{#item:1000150|Automatic Module (Fatal Flash)}} for increased damage. | |||
|- | |- | ||
|{{#item: | |{{#item:470094|Hero Boots-LT}} | ||
| | |Footgear | ||
| | | | ||
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg A-type at high refines AND when paired with the {{#item:510072|Blessed Knife-LT |slots=2 }}. Try to aim for a +11 Grade C at least. | |||
|- | |- | ||
|{{#item: | |{{#item:490024|Automatic Booster R}} | ||
| | |Accessory | ||
| | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. Choose between {{#item:1000137|Automatic Module (Drain Life)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000117|Automatic Module (Fatal)}} and {{#item:1000144|Automatic Module (All Force)}}. | |||
|- | |- | ||
|{{#item: | |{{#item:490025|Automatic Booster L }} | ||
| | |Accessory | ||
| | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Booster. ATK +5% and MSP +5%. {{#item:1000138|Automatic Module (Drain Soul)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000117|Automatic Module (Fatal)}} and {{#item:1000144|Automatic Module (All Force)}}. | |||
|- | |- | ||
|{{#item: | |{{#item:24619|Super Power Shadow Glove}} | ||
| | |Shadow Gear | ||
| | |[[Ancient Laboratory]] | ||
|An improved version of the already really good Super Novice Shadow Gauntlet and the centerpiece of the Super Power Shadow Set. For Hyper Novices, only this is needed. The brooch and bangle are unnecessary. | |||
'''Unlike what the description says, it DOES NOT need the Super Power Shadow Bangle and Brooch below to get the DEF pierce, just this glove and the SN Shadow Shield below and the refine rate of both. Type @battlestats or @bs to confirm.''' | |||
|- | |- | ||
|{{#item: | |{{#item:24318|Super Novice Shadow Shield }} | ||
| | |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. | |||
|- | |- | ||
|{{#item: | |{{#item:24150|Infinity Shadow Ring }} | ||
| | {{#item:24151|Infinity Shadow Bracer }} | ||
| | |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%" | |||
|- | |- | ||
! style="background-color:#880808; color:white; width: 100% " |Quality of Life Equipment | |||
|- | |- | ||
|{{#item: | |At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example: | ||
| | <gallery> | ||
| | Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill. | ||
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}} | |||
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->. | |||
Pot of Greed 4.png|Re-equip the default gear. | |||
</gallery> | |||
|- | |- | ||
| | | style="background-color: #880808; color:white; text-align: center;" colspan="4" | Life of Quality Equipment | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 20% " | Item | ||
! style=" width: 10% " | Type | |||
! style=" width: 15% " | Way to obtain | |||
! style=" width: 65%" | Notes | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#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: | |{{#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: | |{{#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: | |{{#item:20802}}<br>{{#item:20803}}<br>{{#item:20804}}<br>{{#item:20805}}<br>{{#item:20806}}<br>{{#item:20807}}<br>{{#item:20808}} | ||
{{#item: | |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. | |||
{{#item: | |||
{{#item: | |||
{{#item: | |||
{{#item: | |||
| | |||
| | |||
|- | |- | ||
|} | |} | ||
|} | |} | ||
=== Cards and Pets === | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:# | ! style="background-color:#880808; 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:4468}} | ||
{{#item:4458}} | |||
|Headgear | |||
|Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD. | |||
|- | |- | ||
| {{#item: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. | |||
|- | |- | ||
|{{#item:40015}} | |||
|Headgear | |||
|Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear. | |||
|- | |- | ||
| | |{{#item: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 | '''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 | |||
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%. | |||
When equipped with Magalodon Card, Def + 100. | |||
|- | |- | ||
|} | |{{#item:27288}} | ||
|Armor | |||
|Early-mid game card. Increases Hit and ATK. | |||
|- | |- | ||
| | |{{#item:4393}} | ||
| | |Armor | ||
| | |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. | ||
|- | |- | ||
| | |{{#item:4392}} | ||
| | |Armor | ||
| | |Every 18 Base VIT = +1 DEX. When paired with {{C#item:300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX. | ||
|- | |- | ||
| | |{{#item:300310}} | ||
| | |Armor | ||
|Increases | |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: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. | ||
|- | |- | ||
| | |{{#item:4117}} | ||
| | |Weapon | ||
| | |Enables Double Attack when using non-dagger weapons, scaling by the level learned. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item: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?''' | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
| | |{{#item: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. | ||
|- | |- | ||
|} | |{{#item: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. | |||
|- | |- | ||
|{{#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}} | ||
{ | |Garment | ||
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK. | |||
|- | |- | ||
| | |{{#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. | |||
|- | |- | ||
|{{# | |{{#item:300271}} | ||
| | |Garment | ||
| | |One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base STR. | ||
|- | |- | ||
|{{# | |{{#item:300270}} | ||
| | |Garment | ||
| | |One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base DEX. | ||
|- | |- | ||
|{{# | |{{#item:300422}} | ||
| | |Garment | ||
| | |If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance. | ||
|- | |- | ||
|{{# | |{{#item:300426}} | ||
| | |Garment | ||
| | |If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance. | ||
|- | |- | ||
|{{# | |{{#item:27249}} | ||
| | |Footgear | ||
| | |Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{# | |{{#item:27251}} | ||
| | |Footgear | ||
| | |Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{# | |{{#item:27252}} | ||
| | |Footgear | ||
| | |Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{# | |{{#item:27258}} | ||
| | |Footgear | ||
| | |ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{# | |{{#item:27256}} | ||
| | |Footgear | ||
| | |ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds. | ||
|- | |- | ||
|{{# | |{{#item:30144}} | ||
| | |Footgear | ||
| | |ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%. | ||
|- | |- | ||
|{{# | |{{#item:27183}} | ||
| | |Accessory | ||
| | |ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%). | ||
|- | |- | ||
|{{# | |{{#item:300108}} | ||
| | |Accessory | ||
| | |Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{#item:27172}} and {{#item:300097}} cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game. | ||
|- | |- | ||
|{{# | |{{#item: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. | ||
|- | |- | ||
|{{# | |{{#item: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. | ||
|- | |- | ||
|{{# | |{{#item: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, <!-- UNITED STATES OF -->smash, pierce and blow. | ||
|- | |- | ||
|{{# | |{{#item:25207}} | ||
| | {{#item: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. | |||
|- | |- | ||
|{{# | |{{#item:25210}} | ||
| | {{#item:25209}} | ||
| | |Upper costume headgear, garment costume | ||
|If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects. | |||
|- | |- | ||
|{{# | |{{#item:1000377}} | ||
| | {{#item:1000378}}<br> | ||
| | {{#item:1000379}} | ||
|Upper costume headgear, middle costume headgear, lower costume headgear | |||
|These three boost melee damage. | |||
|- | |- | ||
|{{# | |{{#item:25304}} | ||
| | {{#item:25060}}<br> | ||
| | {{#item:25305}} | ||
|Upper costume headgear, middle costume headgear, lower costume headgear | |||
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking. | |||
|- | |- | ||
|{{# | |{{#item:1000375}} | ||
| | {{#item:25061}}<br> | ||
| | {{#item:1000376}} | ||
|Upper costume headgear, middle costume headgear, lower costume headgear | |||
|These three boost ranged damage. | |||
|- | |- | ||
| | |{{#item:1001328}} | ||
|Mid costume headgear | |||
|This mid headgear costume stone is not yet implemented. | |||
|- | |- | ||
|{{# | |{{#item:25710}} | ||
| | {{#item:25492}} <br> | ||
| | {{#item:1001326}} | ||
|Upper costume headgear, lower costume headgear, garment costume | |||
|{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It. | |||
|- | |- | ||
| | |} | ||
|} | |||
| | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#880808; color:White; width: 100% " |Pets | |||
| | |||
|- | |- | ||
|{{# | |The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet. | ||
*{{#item: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 | |||
|- | |- | ||
| | |} | ||
| | === Tips and Tricks === | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
|- | |- | ||
! style="background-color:#880808; color:White; width: 100% " |Strategy (WIP) | |||
| | |||
|- | |- | ||
| | |The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat. | ||
<u>Super Novice:</u> | |||
*You can focus on hard-hitting skills like Bash and Mammonite, or deal sustained damage over time with Double Attack. Both can be amplified with Provoke and Magnum Break. | |||
*Like in the Mage build above, Safety Wall will still be your wall of safety in dangerous situations if you wish to have it, but it will cost a lot of skill points. | |||
*Go for a more or less even spread of STR, AGI and DEX, with AGI and DEX being a little higher for increased survivability and actually landing hits. Add some INT to the side for SP Recovery and better Heals. Put remaining points into VIT or LUK, whichever is preferable. | |||
*Watch your surroundings and always be ready to move out of harm's way. Archer-type monsters will can snipe from a distance and will often land hits, while mage-types like Evil Druid can cast a spell out of nowhere, and it can be potentially fatal. | |||
When in a party... I have writer's block. | |||
<u>Ex. Super Novice</u> | |||
When soloing, I get writer's block! | |||
In a party setting, I also get writer's block! | |||
<u>Hyper Novice</u> | |||
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting. | |||
|- | |- | ||
|} | |} | ||
<!--- This random bit of text over here is used so I can clearly see sections. Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene Ene ---> | |||
{| class=" | == Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) == | ||
[[File:Hybrid HN in Alice Hard 2nd attempt.jpg|thumb|A really brave and foolish Hyper Novice attempts Alice Hard. This build is so meme omg ahahahahahahaha!]] | |||
[[File:Hybrid HN in Alice Hard equips.jpg|thumb|Equipment swapping (ALT+D) made this possible. Notice the Physical equipment is significantly weaker compared to the Magical one. Adjusting stats somewhat compensates for this. The stats not shown in the screenshot are: 112 STR, 102 AGI, 100 VIT, 100 INT, 100 DEX, 100 LUK, 110 POW, 0 STA WIS SPL, 110 CON, 72 CRT. Pet used is Succubus for HP leech. There is 0 SPL because the magic equipment is way more than enough to clear the Spades.]] | |||
<!-- | |||
[[File:Hybrid HN in Alice Hard 1st attempt.jpg|thumb]] | |||
[[File:SN Hybrid Placeholder.jpg|thumb|Placeholder screenshot.]] --> | |||
'''(Description WIP)''' - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg... | |||
===Stats and Traits=== | |||
{| class="wikitable" | |||
! style="text-align: center; font-weight: bold; width: 100px" | Stat | |||
! style="text-align: center; font-weight: bold; width: auto" | Amount | |||
! style="text-align: center; font-weight: bold; width: auto" | Notes | |||
|- | |- | ||
|STR | |||
|100+ or 120 | |||
|Depending on which gears are less powerful, adjust STR or INT accordingly. | |||
|- | |- | ||
| | |AGI | ||
|80+ | |||
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. | |||
|- | |- | ||
| | |VIT | ||
|80+ | |||
|Increases Max HP while reducing the chances of getting inflicted by Poison. | |||
|- | |- | ||
| | |INT | ||
| | |100+ or 120 | ||
| | |Depending on which gears are less powerful, adjust STR or INT accordingly. | ||
|- | |- | ||
| | |DEX | ||
| | |100+ or 1-9 | ||
| | |DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10. | ||
|- | |- | ||
| | |LUK | ||
| | |80+ | ||
| | |Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow. | ||
|- | |- | ||
|{ | |} | ||
| | |||
| | {| class="wikitable" | ||
! style="text-align: center; font-weight: bold; width: 100px" | Trait | |||
! style="text-align: center; font-weight: bold; width: auto" | Amount | |||
! style="text-align: center; font-weight: bold; width: auto" | Notes | |||
|- | |- | ||
| | |POW | ||
| | |0-110 | ||
| | |Adjust POW or SPL accordingly depending on which gears are less powerful. | ||
|- | |- | ||
| | |STA | ||
| | |0 | ||
| | |No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or skills like Autoguard. | ||
|- | |- | ||
| | |WIS | ||
| | |0 | ||
| | |No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF. | ||
|- | |- | ||
| | |SPL | ||
| | |0-110 | ||
| | |Adjust POW or SPL accordingly depending on which gears are less powerful. | ||
|- | |- | ||
| | |CON | ||
| | |50-110 | ||
| | |Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate. | ||
|- | |- | ||
|{{# | |CRT | ||
|50-80 | |||
|Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using {{#skill:5452}} | |||
|- | |- | ||
| | |} | ||
| | ===Skills=== | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#66023C; color:White; width: 100% " | Skills: Super Novice | |||
|- | |- | ||
|{ | | | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 15% " | Skill | ||
! style=" width: 5% " | Level | |||
! style=" width: 90% " | Notes | |||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice''' | ||
| | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:19}} | ||
| | |4 | ||
| | |Prerequisite for Fireball. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:17}} | ||
| | |6-10 | ||
| | |Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:10}} | ||
|1 | |1 | ||
| | |Reveals enemies around you for a short duration. Prerequisite for Sightrasher. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:14}} | ||
|5 | |5 | ||
| | |Prerequisite for Frost Diver. | ||
|- | |||
|{{#Skill:15}} | |||
|1 | |||
|Prerequisite for Storm Gust. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:20}} | ||
| | |4 | ||
| | |Prerequisite for Thunderstorm and Jupitel Thunder. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:21}} | ||
|1 | |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: | |{{#Skill:9}} | ||
| | |5-10 | ||
| | |Compensates for the Super Novice's very low SP pool. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:28}} | ||
| | |3-10 | ||
| | |Mainly for self-healing. Also helpful in healing teammates. | ||
|- | |- | ||
|{{#Skill: | |{{#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. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:22}} | ||
|5 | |5 | ||
| | |Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies. | ||
|- | |||
Skill | |{{#Skill:34}} | ||
|10 | |||
|Grants STR, INT and DEX bonuses. Very useful buff. | |||
|- | |- | ||
|{{#Skill: | |{{#Skill:24}} | ||
| | |1 | ||
| | |Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies. | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:26}} | ||
| | |1 | ||
| | |Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)! | ||
|- | |- | ||
|{{#Skill: | |{{#Skill:12}} | ||
|Optional | |Optional | ||
| | |Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too! | ||
|- | |- | ||
|} | |{{#Skill:43}} | ||
| | |3 | ||
|Prerequisite for Vulture's Eye. | |||
|- | |- | ||
|{{#Skill:44}} | |||
|1 | |||
|Prerequisite for Attention Concentrate. | |||
|- | |- | ||
| | |{{#Skill:45}} | ||
|10 | |||
|Your main source of DEX and AGI. Max this one for reduced cast times. | |||
|- | |- | ||
| style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice''' | |||
|- | |- | ||
| | |{{#Skill:81}} | ||
|2 | |||
|Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire. | |||
|- | |- | ||
| | |{{#Skill:83}} | ||
|10 | |||
|Bombards an area with meteors, dealing Fire Element damage. | |||
|- | |- | ||
| | |{{#Skill:89}} | ||
| | |1 or 10 | ||
| | |Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired. | ||
'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.''' | |||
|- | |- | ||
|{{# | |{{#Skill:84}} | ||
| | |5-10 | ||
| | |An improved version of Lightning Bolt with an added knockback and removed cooldown. | ||
|- | |- | ||
|{{# | |{{#Skill:85}} | ||
| | |10 | ||
| | |This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill. | ||
|- | |- | ||
|{{# | |{{#Skill:90}} | ||
| | |3 | ||
| | |Prerequisite for Heaven's Drive. Essentially an Earth Bolt. | ||
|- | |- | ||
|{{# | |{{#Skill:91}} | ||
| | |1-5 | ||
| | |Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away. | ||
|- | |- | ||
|{{# | |{{#Skill:92}} | ||
| | |5 | ||
| | |Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier. | ||
|- | |- | ||
|{{# | |{{#Skill:66}} | ||
| | |Optional | ||
| | |Provides additional Weapon ATK and MATK to you and the whole party. | ||
|- | |- | ||
|{{# | |{{#Skill:74}} | ||
| | |5 | ||
| | |Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells. | ||
|- | |- | ||
|{{# | |{{#Skill:248}} | ||
| | |Optional | ||
| | |Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed. | ||
|- | |- | ||
|{{# | |{{#Skill:249}} | ||
| | |Optional | ||
| | |If survival and not dying too much are one of the top priorities, get this skill, preferably maxed. | ||
|- | |- | ||
|{{# | |{{#Skill:5076}} | ||
| | |1 | ||
| | |Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely. | ||
|- | |- | ||
|{{# | |{{#Skill:5075}} | ||
| | |Optional | ||
| | |Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill. | ||
|- | |- | ||
|{{# | |{{#Skill:5077}} | ||
| | |5 | ||
| | |Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have. | ||
|- | |- | ||
| | |} | ||
|} | |||
| | After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills. | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#66023C; color:White; width: 100% " | Skills: Hyper Novice (Example build - Jack Frost Nova) | |||
|- | |- | ||
| | |There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms. | ||
{| class="wikitable" width="100%" | |||
! style=" width: 15% " | Skill | |||
! style=" width: 5% " | Level | |||
! style=" width: 90% " | Notes | |||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice''' | ||
| | |||
|- | |- | ||
|{{# | |{{#Skill:9}} | ||
|10 | |||
|Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10. | |||
|- | |- | ||
|{{# | |{{#Skill:28}} | ||
|10 | |||
|Mainly for self-healing. Also helpful in healing teammates. | |||
| | |||
| | |||
|- | |- | ||
|{{# | |{{#Skill:29}} | ||
| | |10 | ||
| | |The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily. | ||
|- | |- | ||
|{{# | |{{#Skill:22}} | ||
| | |5 | ||
| | |Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies. | ||
|- | |- | ||
|{{# | |{{#Skill:34}} | ||
| | |10 | ||
| | |Grants STR, INT and DEX bonuses. Very useful buff. | ||
|- | |- | ||
|{{# | |{{#Skill:24}} | ||
| | |1 | ||
| | |Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies. | ||
|- | |- | ||
|{{# | |{{#Skill:26}} | ||
| | |1 | ||
| | |Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run! | ||
|- | |- | ||
|{{# | |{{#Skill:12}} | ||
| | |Optional | ||
| | |Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too! | ||
|- | |- | ||
|{{# | |{{#Skill:43}} | ||
| | |10 | ||
| | |Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction. | ||
|- | |- | ||
|{{# | |{{#Skill:44}} | ||
| | |1 | ||
|Prerequisite for Attention Concentrate. | |||
| | |||
|- | |- | ||
|{{# | |{{#Skill:45}} | ||
| | |10 | ||
| | |Your main source of DEX and AGI. Max this one for reduced cast times. | ||
|- | |- | ||
| style="background-color: # | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice''' | ||
|- | |- | ||
|{{# | |{{#Skill:66}} | ||
|Optional | |||
|Provides additional ATK and MATK to you and the whole party. | |||
| | |||
| | |||
|- | |- | ||
|{{# | |{{#Skill:74}} | ||
| | |Optional | ||
| | |Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells. | ||
|- | |- | ||
|{{# | |{{#Skill:248}} | ||
| | |Optional | ||
| | |Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed. | ||
|- | |- | ||
|{{# | |{{#Skill:249}} | ||
| | |Optional | ||
| | |If survival and not dying too much are some of the top priorities, get this skill, preferably maxed. | ||
|- | |- | ||
|{{# | |{{#Skill:5076}} | ||
| | |1 | ||
| | |Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely. | ||
|- | |- | ||
|{{# | |{{#Skill:5075}} | ||
| | |5 | ||
| | |Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill. | ||
|- | |- | ||
|{{# | |{{#Skill:5077}} | ||
| | |5 | ||
| | |Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have. | ||
|- | |- | ||
|{{# | |{{#Skill:108}} | ||
| | |1 | ||
| | |Requires level 1 {{#skill:105 |Hilt Binding}} and level 1 {{#skill:107 |Weapon Research}} | ||
Repairs weapons AND ARMORS. Bring a few Steel and Rough Oridecon just in case so you don't have to go back to your save point or ask a Meister for repairs. Quality of life! Sad that it doesn't repair equipment broken by refining though. | |||
|- | |- | ||
| | |} | ||
| | |||
| | All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage. | ||
| | |||
{| class="wikitable" width="100%" | |||
! style=" width: 15% " | Skill | |||
! style=" width: 5% " | Level | |||
! style=" width: 90% " | Notes | |||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice''' | ||
|- | |- | ||
|{{# | |{{#Skill:248}} | ||
| | |7 or 9 | ||
| | |Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree. | ||
|- | |- | ||
|{{# | |{{#Skill:5455}} | ||
| | |5 or 8 | ||
| | |The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area. | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 2.5 seconds<br> | |||
No Aftercast Delay | |||
|- | |- | ||
|{{# | |{{#Skill:5456}} | ||
| | |9 | ||
| | |Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10. | ||
Fixed Cast Time: 1 second<br> | |||
Skill cooldown: 2 seconds<br> | |||
Very short Aftercast Delay | |||
|- | |- | ||
|{{# | |{{#Skill:5457}} | ||
| | |10 | ||
| | |A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times. | ||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 3 seconds<br> | |||
Short Aftercast Delay | |||
|- | |- | ||
|{{# | |{{#Skill:5458}} | ||
| | |5 or 10 | ||
| | |An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. | ||
Fixed Cast Time: 1 second<br> | |||
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10 | |||
Short-ish Aftercast Delay | |||
|- | |- | ||
|{{#Skill:5459}} | |||
|7 | |||
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down. | |||
Fixed Cast Time: 1.5 seconds<br> | |||
Skill cooldown: 5 seconds<br> | |||
Significant Aftercast Delay! Be careful when using this skill! | |||
|- | |- | ||
| | |{{#Skill:5460}} | ||
|5 | |||
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. | |||
Fixed Cast Time: 1 seconds<br> | |||
Skill cooldown: 0.3 seconds<br> | |||
Short Aftercast Delay | |||
|- | |- | ||
|{{# | |{{#Skill:5462}} | ||
|Optional | |||
|The Mage Tree's AP skill significantly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of reduced damage. | |||
|- | |||
| | |} | ||
| | |} | ||
===Equipment=== | |||
<!--- [[File:Mage SN 2.png|thumb|300px|right|Mage build Super Novice in action.]] | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#66023C; color:White; width: 100% " |Fire Ball | |||
|- | |- | ||
|[[File:File:Mage SN 3.png|thumb|300px|right|It takes time, but killing some MVPs is possible.]] --> | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|[[ | |||
| | |||
|- | |- | ||
! style="background-color:#66023C; color:White; width: 100% " |Equipment | |||
|- | |- | ||
| | | | ||
|- | |- | ||
|{{#item: | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Super Novice''' | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 20% " | Item | ||
|Gives | ! 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: | |{{#item:18776}} | ||
| | |Upper Headgear | ||
| | |Toad | ||
| | |Part of the Angel's Set. Adds 3% SP recovery. | ||
|- | |- | ||
|{{#item: | |{{#item:2340}} | ||
|Armor | |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: | |{{#item:15012}} | ||
| | |Armor | ||
| | |Orc Lady | ||
| | |Decent starter armor. Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills. | ||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:2113}} | ||
|Shield | |Shield | ||
| | |Lighthalzen Armory | ||
| | |One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. | ||
|- | |- | ||
|{{#item: | |{{#item:2183}} | ||
|Shield | |Shield | ||
| | |Mastering | ||
| | |Part of the Angel's Set. | ||
|- | |- | ||
|{{#item: | |{{#item:2512}} | ||
|Garment | |Garment | ||
| | |Lighthalzen Armory | ||
| | |Starter Garment - gives 10% Neutral resistance. | ||
|- | |- | ||
|{{#item: | |{{#item:20710}} | ||
|Garment | |||
|Vagabond Wolf | |||
|Part of the Angel's Set. Adds 5% HP recovery. | |||
|- | |||
|{{#item:2416}} | |||
|Footgear | |Footgear | ||
| | |Lighthalzen Armory | ||
| | |Starter Shoes. Gives an HP boost. | ||
|- | |- | ||
|{{#item: | |{{#item:22015}} | ||
|Footgear | |Footgear | ||
| | |Vocal | ||
| | |Part of the Angel's Set. HP +100. | ||
|- | |- | ||
|{{#item: | |{{#item:2628}} | ||
|Accessory | |Accessory | ||
| | |Izlude Armor Dealer | ||
| | |Starter accessory. Doesn't give any stats, but at least it's slotted and cheap. | ||
|- | |- | ||
|{{#item: | |{{#item:2607}} | ||
|Accessory | |Accessory | ||
| | |Dragon Fly | ||
| | |Gives 10SP. | ||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice (99-175)''' | ||
|- | |- | ||
| | |'''Advanced Paradise Set''' | ||
| | |Chest | ||
|[[ | |[[Beginners Guide|Eden Academy]], Base Level 100 | ||
| | |Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for a couple of monster drops or by spending 10 {{#item:25223}} per piece. | ||
|- | |- | ||
|{{#item:450122}} | |||
{{#item:470017}} | |||
{{#item:480014}} | |||
{{#item:490015}} | |||
|Equipment Set | |||
|10 {{#item:6919}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] questline. | |||
|Good until level 125. It is highly recommended to complete the [[16.1 Banquet for Heroes]] quest chain to get this over the other armors. While it gives less MATK compared to the Flattery Robe and is designed more towards an autospell build, completing the full set gives quite a lot of bonuses, which include reduction in Variable Casting Time and Aftercast Delay, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be refined to +9 thanks to the {{#item:100128}} at a price of 10 {{#item:6919}} | |||
|- | |- | ||
| | |{{#item:450124|Imperial Super Novice Robe}} | ||
{{#item:470019|Imperial Magic Boots}} | |||
{{#item:480017|Imperial Magic Manteau}} | |||
{{Item List|id=490018|Imperial Magic Ring}} | |||
|Equipment Set | |||
|3 {{#item:25223|Paradise Coins}} per piece. Obtained by completing the account-wide [[Beginners Guide|Eden Academy]] quest chain. | |||
|Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the {{#item:100129|Refine Ticket}}, for the low cost of just 3 {{#item:25223|Paradise Coins}}! | |||
|- | |- | ||
|{{#item: | |{{#item:450126}} | ||
| | |||
|[[ | {{#item:470021}} | ||
| | |||
{{#item:480019}} | |||
{{#item:490020}} | |||
|Equipment Set | |||
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] questline. | |||
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}. | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:5897}} | ||
|Upper Headgear | |Upper Headgear | ||
| | |[[Cash Shop]] | ||
| | |A good mid game headgear that provides a lot of bonuses. | ||
|- | |- | ||
|{{#item: | |{{#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: | |{{#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: | |{{#item:2113}} | ||
| | |Shield | ||
| | |Lighthalzen Armory | ||
| | |One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral. | ||
|- | |- | ||
|{{# | |{{#item20718}} | ||
| | |Garment | ||
|[[ | |[[Faceworm's Nest]] | ||
|Gives a | |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: | |{{#item:22008}} | ||
| | |Footgear | ||
|[[ | |[[Old Glast Heim]] | ||
| | [[Temporal Boots]] | ||
|When paired to Giant Faceworm Skin, it gives a boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day. | |||
'''NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!''' | |||
|- | |- | ||
|{{#item: | |{{#item:2924}} | ||
| | |Accessory | ||
| | |Eclage Glove Seller (10 Splendide Coins) | ||
|MATK | |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: | |{{#item:2898}} | ||
| | |Accessory | ||
| | |Nightmare Wraith Dead | ||
| | |Gives a nice boost to MDEF (+15), reducing damage from magic attacks and the chances of being Stone Cursed and Frozen. | ||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200''' | ||
|- | |- | ||
|{{#item: | |{{#item:19428}} | ||
| | |||
|[[ | {{#item:20948}} | ||
| | |||
{{#item:32239}} | |||
{{#item:32238}} | |||
|Equipment Set | |||
|[[Illusion of Labyrinth]] | |||
|Early-mid game set. It can be further boosted with an {{#item:550030|slots=2|Illusion Thorn Staff of Darkness}} but it requires {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} to use. | |||
For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying {{#item:100423|Labyrinth Refine Box}}, which will refine them at +7 - 10 at random. | |||
|- | |||
|{{#item:18848|Vibrant Rose }} | |||
|Upper Headgear | |||
|[[Horror Toy Factory]], 300 {{#item:7642|Bloody Coin}} | |||
|Gives a good amount of MATK and can be very easily refined to +9 and above, thanks to {{#item:35551|Vintage Armor Polish}}, obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor. | |||
|- | |||
|{{#item:18874}} | |||
|Mid Headgear | |||
|Owl Viscount, Owl Marquees | |||
|The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the [[Cash Shop]], but only a few can be slotted by the {{#item:6396|Spiritual Auger }}. | |||
|- | |- | ||
|{{#item: | |{{#item:15377}} | ||
|Armor | |Armor | ||
|[[ | |[[Illusion]] | ||
|This | |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: | |{{#item:550044}} | ||
|Rod | |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: | |{{#item:1680}} | ||
|Rod | |Rod | ||
|[[ | |[[Illusion]] | ||
| | |A strong wand that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness. | ||
|- | |||
|{{#item:550080}} | |||
|Rod | |||
|[[Ancient Hero]] | |||
|A really good rod which gives a boost to MATK, especially at high refines. If it is still too difficult to obtain, the Paradise Super Novice Wand will suffice. | |||
|- | |- | ||
|{{#item: | |{{#item:550030}} | ||
|Rod | |Rod | ||
|[[ | |[[Illusion of Twins]] | ||
| | |Early-mid game rod that gives a lot of bonuses, especially when paired with an {{#item:19428}}. For this level range, refine both to at least a +7. | ||
To easily get to +7, refine it to +4, obtain or buy {{#item:100699|Twins Refine Box}} and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle. | |||
|- | |||
|{{#item:2113}} | |||
|Shield | |||
|Lighthalzen Armory | |||
|Cursed Knight Shield or Illusion Silver Guard still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. | |||
|- | |- | ||
|{{#item: | |{{#item:28942|Cursed Knight's Shield }} | ||
|Shield | |Shield | ||
|Cash Shop | |Cash Shop | ||
| | |A good shield that provides many bonuses, especially at higher refines. Keep it at +4 if upgrading to a Purified Knight's Shield in the future. | ||
|- | |- | ||
|{{#item:460018 | |{{#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 | |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: | |{{#item:20934}} | ||
|Garment | |Garment | ||
|[[ | |[[Illusion]] | ||
| | |Max HP +1000. Adds 100 HP every 2 refine rate. Enchant with {{#item:39542|Modification Orb<br>(Above All)}} and 2 {{#item:39537|Modification Orb (Fast)}} modules. | ||
|- | |- | ||
|{{#item: | |{{#item:22197}} | ||
| | |Footgear | ||
|[[ | |[[Illusion]] | ||
| | |Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{#item:39531|Modification Orb (Vital)}} for more survivability or {{#item:39530|Modification Module (Mental)}} for more SP, and {{#item:39541|Modification Module(Fixed Casting)}}. | ||
|- | |- | ||
|{{#item: | |{{#item:42209}} | ||
| | |Accessory | ||
| | |[[Illusion]] | ||
| | |One of the best accessories for this build. Grants MATK +5%. {{#item:39545|Modification Orb<br>(Magic Healing)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum. | ||
|- | |- | ||
|{{#item: | |{{#item:42210}} | ||
| | |Accessory | ||
| | |[[Illusion]] | ||
|One of | |One of the best accessories for this build. Grants MATK +5%. {{#item:39546|Modification Orb<br>(Magic Soul)}} and {{#item:25680|Modification Module (Spell)}} or {{#item:25681|Modification Module (Attack Speed)}} are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum. | ||
|- | |- | ||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 200-240''' | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:19428}} | ||
{{#item: | {{#item:20948}} | ||
| | {{#item:32239}} | ||
|[[ | {{#item:32238}} | ||
| | |Equipment Set | ||
|[[Illusion of Labyrinth]] | |||
|Completing the highly affordable Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an {{#item:550030|slots=2|Illusion Thorn Staff of Darkness}} (or Illusion TSOD for short) but it requires {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} to use. | |||
For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with {{#item:29100|Spellbound Nive Lv1}} or {{#item:29101|Spellbound Nive Lv2}} | |||
|- | |- | ||
|{{#item: | |{{#item:34279|Antiquity Cap EVT }} | ||
| | {{#item:34282|Ceremonial Crown EVT }}<br> | ||
|[[ | {{#item:34283|Celestial Coronet EVT }} | ||
| | |Upper Headgear | ||
|[[Endeavor Tokens]] shop in @go 50, 2nd floor | |||
|Ignoring the OS weapons bonuses, these three are pretty much the same. They boost magic damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of {{#item:35160|ET insta-polish}} for 3 {{#item:32417|Endeavor Tokens}} a piece, because it will refine them to +7 - 10 at random. | |||
|- | |- | ||
|{{#item: | |{{#item:18849|Celine Ribbon }} | ||
| | |Upper Headgear | ||
|[[Horror 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: | |{{#item:410080|Deep Blue Sunglasses }} | ||
| | |Middle Headgear | ||
| | | | ||
| | |Requires a non-slotted {{#item:410079|Deep Blue Sunglasses}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants. | ||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:32200|Rosary in Mouth}} | ||
| | |Lower Headgear | ||
|[[ | |[[Custom Headgear Quests]] | ||
| | |Gives a tiny little bit of extra stats, MATK and MDEF. | ||
|- | |- | ||
|} | |{{#item:32201|Magical Rosary in Mouth}} | ||
| | |Lower Headgear | ||
|[[Headgear Awakening]] | |||
{| | |Requires {{#item:32200|Rosary in Mouth }}. Gives more extra stats and Perfect Dodge in exchange for losing MDEF. | ||
|- | |- | ||
|{{#item:450128|Automatic Armor B-type}} | |||
|Armor | |||
|[[Sage's Legacy]] | |||
|An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{#item:1000128|Automatic Module (Magical Force)}}, {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and {{#item:1000168|Automatic Module (Shadow Spell)}}. | |||
|- | |- | ||
| | |{{#item:26162|Welding Wand |slots=2}} | ||
|Rod | |||
|[[Einbech Dungeon 3]] | |||
|'''Note: {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} and Base Level 96 are required to equip this!" | |||
A good upgrade over the Crimson Rod at high refines. Despite the Level 170 requirement, Super Novices with the SN Spirit buff can equip this at level 96. Even if the buff expires, it will remain equipped unless when logging off or dying and switching maps. Dying on the same map will not unequip - use Siegfried's Token or ask a someone to revive and the weapon will still be equipped. | |||
|- | |- | ||
| | |{{#item:550030|slots=2|Illusion Thorn Staff of Darkness}} | ||
|Rod | |||
|[[Illusion of Twins]] | |||
|A powerful rod that gives A LOT of bonuses, especially when paired with an {{#item:19428|Illusion Morpheus' Hood}}. It can be enchanted by using {{#item:100004|Dawn Dissonance Stone)}} There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle. | |||
|- | |- | ||
|{{#item: | |{{#item:550057|Fortified Rod|slots=2}} | ||
| | |Rod | ||
|[[ | |[[Amicitia Dungeon]] | ||
| | |A level 5 weapon that boosts {{Skill Info|class=Soul Linker|id=5456|Jupitel Thunderstorm}} and {{Skill Info|class=Soul Linker|id=5455|Meteor Storm Buster}} damage. Try refining this to +8. | ||
|- | |- | ||
| | |{{#item:1680|Rutilus Stick-OS |slots=2 }} | ||
|Rod | |||
|[[Illusion]] | |||
|A strong rod that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness. | |||
|- | |- | ||
|{{#item: | |{{#item:550069}} | ||
| | |Rod | ||
|[[ | |[[Issgard]] | ||
| | |A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful {{#item:550089}} is obtained. | ||
|- | |- | ||
| | |{{#item:28946|Purified Knight's Shield }} | ||
|Shield | |||
|Cash Shop | |||
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters. | |||
|- | |- | ||
|{{#item: | |{{#item:460018|Illusion Silver Guard }} | ||
| | |Shield | ||
|[[ | |[[Illusion of Twins]] | ||
|A good | |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: | |{{#item:470023|Automatic Leg B-type}} | ||
{{#item: | |Footgear | ||
{{#item: | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147|Automatic Module (Spell Buster)}}, {{#item:1000151|Automatic Module (Lucky Strike)}} and {{#item:1000135|Automatic Module (Fixed Casting)}}. | |||
|- | |- | ||
|} | |{{#item:22238|Great Hero Boots}} | ||
| | |Footgear | ||
| | |||
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:550081|Patent Freedom Stick|slots=2}}. Try to refine this to +11, then use the {{#item:100747|Hero's Weapon Modification Box (Superior)}} to turn it to a +10 Hero Boots-LT. | |||
{| | |||
|- | |- | ||
|{{#item:490026|Automatic Battle Chip R }} | |||
|Accessory | |||
|[[Sage's Legacy]] | |||
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000139|Automatic Module (Magic Healing)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | |||
|- | |- | ||
| | |{{#item:490027|Automatic Battle Chip L }} | ||
{| | |Accessory | ||
|[[Sage's Legacy]] | |||
|An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | |||
|- | |- | ||
|{{#item: | |{{#item:24318|Super Novice Shadow Shield }} | ||
|Shadow Gear | |||
|[[High Rank Shadow Gear]] | |||
{{ | |Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=43|Owl's Eye}} to reduce Variable Casting Time. | ||
|- | |- | ||
|{{#item: | |{{#item:24282|Super Novice Shadow Gauntlet }} | ||
|Shadow Gear | |||
|[[High Rank Shadow Gear]] | |||
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF. | |||
{{ | |||
| | |||
| | |||
|- | |- | ||
|- | |- | ||
| | | style="background-color: #66023C; text-align: center;" colspan="4" | '''Hyper Novice 240-260''' | ||
| | |||
|- | |- | ||
|{{#item: | |{{#item:400246|EVT Bacsojin Hat-LT }} | ||
|Headgear | |Upper Headgear | ||
| | |[[Endeavor Token]] - EVT Refine Hammer | ||
|A powerful headgear that provides large amounts of MATK, especially at higher refines and grades. Try to aim for at least Grade C, but Grade B is highly recommended. | |||
|- | |- | ||
|{{#item: | |{{#item:400154|Survival Circlet-LT }} | ||
| | |[[Sunken Sands]] | ||
|MATK | |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: | |{{#item:400111}} | ||
| | |Upper Headgear | ||
|Currently the best-in-slot | |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: | |{{#item:410080|Deep Blue Sunglasses }} | ||
| | |Middle Headgear | ||
| | | | ||
|Requires a non-slotted {{#item:410079|Deep Blue Sunglasses}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants. | |||
|- | |- | ||
|{{#item: | |{{#item:400002|Victory Wing Ears }} | ||
| | |Middle Headgear | ||
| | | | ||
|Requires a non-slotted {{#item:400001|Victory Wing Ears}} and {{#item:6396|Spiritual Auger }} to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants. | |||
|- | |- | ||
|{{#item: | |{{#item:410017|Battle Processor }} | ||
| | |Middle Headgear | ||
| | | | ||
|Requires a non-slotted {{#item:410016|Battle Processor}} and {{#item:6396|Spiritual Auger }} to slot. The most offensive-oriented of the three mid headgears. Try to get MATK or elemental magic bonuses. | |||
|- | |- | ||
|{{#item: | |{{#item:32200|Rosary in Mouth}} | ||
| | |Lower Headgear | ||
|MATK | |[[Custom Headgear Quests]] | ||
|Gives a tiny little bit of extra stats, MATK and MDEF. | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:18536|Foxtail}} | ||
| | |Lower Headgear | ||
| | |[[Sunken Sands]] | ||
|MATK +10 and FCT -0.1 sec. Helps with FCT issues. | |||
|- | |- | ||
|{{#item: | |{{#item:420066|Survival Orb-LT}} | ||
| | |Lower Headgear | ||
| | |[[Sunken Sands]] | ||
|Lower headgear that boosts magical damage while reducing variable casting time. The best lower headgear for this build, but very difficult to obtain. | |||
|- | |- | ||
|{{#item: | |{{#item:450128|Automatic Armor B-type}} | ||
| | |Armor | ||
| | |[[Sage's Legacy]] | ||
|Refine this to +11 and choose between {{#item:1000134|Automatic Module (Delay after skill)}}, {{#item:1000123|Automatic Module (Magic)}} and most especially {{#item:1000168|Automatic Module (Shadow Spell)}}. | |||
|- | |- | ||
|{{#item: | |{{#item:450178|Gray Wolf Robe}} | ||
| | |Armor | ||
| | |[[Direction of Prayer]] | ||
|This is better than the Automatic Armor B-Type... if RNG is on your side. Otherwise, stick to the AAB. | |||
|- | |- | ||
|{{#item: | |{{#item:450179|Celine's Dress}} | ||
| | |Armor | ||
| | |[[Nightmare Toy Factory]] | ||
|This old, bloody dress is one of the best armors for this build. It is highly recommended to refine this to +12 and equip the whole set to reap its full benefits. | |||
|- | |- | ||
|{{#item: | |{{#item:550082|Freedom Stick-LT|slots=2}} | ||
{{ | |Rod | ||
{{#item: | |[[Ancient Hero]] | ||
{{#item: | |The current final form of the Freedom Stick is this Level 5 beast. Enables use of Level 5 {{Skill Info|class=Soul Linker|id=2449|Psychic Wave}} at +7 and while it is focused on boosting Earth and Neutral element damage, pairing it with the Hero Boots-LT plus the added S.MATK at higher refines and grades makes it really good even for spells that aren't Earth and Neutral. A good upgrade over the Illusion Thorn Staff of Darkness at high refines and good enchants. Aim for at least a +11 Grade C and best paired with {{#item:470094|Hero Boots-LT}} | ||
|- | |||
|{{#item:550062|Poenitentia Ferrum|slots=2}} | |||
{{# | |Rod | ||
{{# | |[[Tomb of Remorse]] | ||
|If {{#skill:5457 |Jack Frost Nova}} and {{#skill:5455 |Meteor Storm Buster}} are your main skills, then this rod is very good at boosting their damage, especially at higher refines and grades. | |||
|- | |- | ||
|{{#item: | |{{#item:550089}} | ||
| | |Rod | ||
| | |[[Issgard]] | ||
|Best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. | |||
|- | |- | ||
|{{#item: | |{{#item:28946|Purified Knight's Shield }} | ||
|Shield | |Shield | ||
| | |Cash Shop | ||
|An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters. | |||
|- | |- | ||
|{{#item: | |{{#item:460018|Illusion Silver Guard }} | ||
|Shield | |Shield | ||
| | |[[Illusion of Twins]] | ||
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get {{#item:29100|Spellbound Nive Lv1}} or {{#item:29101|Spellbound Nive Lv2}}. | |||
|- | |- | ||
|{{#item: | |{{#item:20966|Temporal Int Manteau}} | ||
|Garment | |Garment | ||
|A | |[[Legacy of Glast Heim]] - [[Temporal Stat Manteaus]] | ||
|A powerful manteau that grows stronger the higher its refinement. Aim for at least +9 and get MATK or Aftercast Delay enchants. | |||
|- | |- | ||
|{{#item: | |{{#item:480125|Convertible Magical Wing}} | ||
|Garment | |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: | |{{#item:470094|Hero Boots-LT}} | ||
| | |Footgear | ||
| | | | ||
|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the {{#item:550082|Freedom Stick-LT|slots=2}}. Try to aim for a +11 Grade C at least. | |||
|- | |- | ||
|{{#item: | |{{#item:470204}} | ||
| | |Footgear | ||
| | | | ||
|One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses. Climbing noises not included. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. | |||
|- | |- | ||
|{{#item: | |{{#item:470122}} | ||
| | |Footgear | ||
| | | | ||
|Compared to the Moan of Corruption, this gives less power but more survivability. Grade it to C and refine it to +11. | |||
|- | |- | ||
|{{#item: | |{{#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: | |{{#item:490053|Sinful Sapphire Necklace }} | ||
| | {{#item:490065|Brilliant Light Sapphire Necklace }} | ||
| | |Accessory (Left) | ||
|[[Thanatos Tower]] | |||
|These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction. | |||
|- | |- | ||
|{{#item: | |{{#item:490163|Hero's Badge }} | ||
| | |Accessory (Left) | ||
| | |[[Sunken Sands]] | ||
|It isn't much at first glance, but its power is unleashed when enchanted and when paired with an enchanted Hero Boots-LT. | |||
|- | |- | ||
|{{#item: | |{{#item:2980|Evil Gloves }} | ||
| | |Accessory | ||
| | |[[Horror Toy Factory]] | ||
|Part of the Celine set. Enables use of Level 1 {{Skill Info|class=Soul Linker|id=405|Spider Web}} | |||
|- | |- | ||
|{{#item: | |{{#item:34697|Celine's Brooch }} | ||
| | |Accessory | ||
| | |[[Nightmare Toy Factory]] | ||
|Part of the Celine set. | |||
|- | |- | ||
|{{#item: | |{{#item:24282|Super Novice Shadow Gauntlet }} | ||
| | |Shadow Gear | ||
| | |[[High Rank Shadow Gear]] | ||
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} to further pierce MDEF. | |||
|- | |||
|{{#item:24616|Super Magic Shadow Shield }} | |||
|Shadow Gear | |||
|[[Faceworm's Nest]] | |||
|The centerpiece of the Super Magic Shadow Set and the next upgrade to the Super Novice Shadow Shield. Combining the {{#item:24282|Super Novice Shadow Gauntlet }} (with level 10 {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} of course) and this shield results in A LOT of MDEF pierce. 40% Racial MDEF pierce from this, 30% Normal MDEF pierce from the Gauntlet if {{Skill Info|class=Soul Linker|id=9|Increase SP Recovery}} is level 10, and an extra 3% Normal MDEF pierce per refine rate of the Gauntlet. To get Boss MDEF pierce though, you need to enchant a {{#item:28946|Purified Knight's Shield }} with the "Ignore MDEF of Boss Monsters" enchant. | |||
'''Unlike what the description says, it DOES NOT need the Super Magic Shadow Cape and Boots below to get the elemental damage bonuses, just the required refine level. Additionally, while the description in-game says that it ignores Physical Defense, it actually ignores Magic Defense. Finally, the MDEF pierce comes from this shield, the Super Novice Shadow Gauntlet and their refine levels, <u>EXCLUDING</u> the other two items below. Type @battlestats or @bs to confirm.''' | |||
|- | |- | ||
| | |} | ||
|} | |||
| | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |- | ||
! style="background-color:#66023C; color:white; width: 100% " |Quality of Life Equipment | |||
|- | |- | ||
| | |At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example: | ||
{{#item: | <gallery> | ||
| | Pot of Greed 1.png|In the Skill Bar, place two pieces of equipment with a gap in-between for the skill. | ||
Pot of Greed 2.png|Equip the item with the skill. In this case, {{#item:2576}} | |||
Pot of Greed 3.png|Use the skill<!--POT OF GREED!!!-->. | |||
Pot of Greed 4.png|Re-equip the default gear. | |||
</gallery> | |||
|- | |- | ||
|{ | | style="background-color: #66023C; color:white; text-align: center;" colspan="4" | Life of Quality Equipment | ||
| | {| class="wikitable" width="100%" | ||
| | ! style=" width: 20% " | Item | ||
! style=" width: 10% " | Type | |||
! style=" width: 15% " | Way to obtain | |||
! style=" width: 65%" | Notes | |||
|- | |- | ||
|{{#item:4577|Elvira }} | |{{#item:19204}} | ||
{{#item:300222|Firewind Kite }} <br> | |Upper Headgear | ||
{{#item:27125|Headless Mule }} <br> | |[[Hugel Race]], Base Level 100 | ||
{{#item:300364|Calmaring }} <br> | |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:27161|Mavka }} <br> | |- | ||
{{#item:300216|Lava Toad }} <br> | |{{#item:19154}} | ||
{{#item:300211|Crow Duke }} <br> | |Lower Headgear | ||
{{#item:27262|Dwigh }} <br> | |{{#item:23135}} | ||
{{#item:300218|Ashhopper }} <br> | |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:40000|Jewelry Ant }} <br> | |- | ||
{{#item:300267|Crow Baron }} <br> | |{{#item:28900}} | ||
{{#item:300268|Crow Duke }} <br> | |Shield | ||
|Accessory | |[[16.1 Banquet for Heroes]], 800 {{#item:6919}} | ||
|These cards boost elemental damage. | |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. | ||
*Elvira: Wind and Ghost (20%) | |- | ||
*Firewind Kite: Wind (35%) Left accessory | |{{#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:# | ! 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...... | ||
|- | |- | ||
|} | |} | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:# | ! style="background-color:#66023C; color:White; width: 100% " |Cult | ||
|- | |- | ||
| | |[[File:SN Cult.jpg]] | ||
|- | |- | ||
|} | |} | ||
[[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 |

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

Featuring GaoSuper (left)!
| Hidden Skills | ||||||||
|---|---|---|---|---|---|---|---|---|
|
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

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 |
| 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 |
| 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 |
Skills
After getting promoted to Ex. Super Novice, reset all skills.
| Skills: Expanded Super Novice (99-200) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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| 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
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Equipment
| Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Super Novice (45-99)
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| 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:
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Life of Quality Equipment
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Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Pets |
|---|
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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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. Timestamps and explanations (currently simplistic, will add more details later):
|
| 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.
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.
|
| 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 3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
|
| 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 3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
|
Physical
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 |
| 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
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You can use Eden Gear or choose from the list below...
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| 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:
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Life of Quality Equipment
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Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 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.
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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.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
|
Hybrid (Experimental Alice Hard tentacle farmer, meme in progress)


(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 |
Skills
| Skills: Super Novice | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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.
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Equipment
| Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Super Novice
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| 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:
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Life of Quality Equipment
| |||||||||||||||||||||||||||
Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 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.
|
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 |
|---|
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