Rakugaki's PvM Hyper Novice: Difference between revisions
(→Tips and Tricks: to be continued soon) |
(→Tips and Tricks: Added random Toxit lore after listening to Maurice Ravel's Le Gibet, because Toxit are overpowered drunken Gibbets XD) |
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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;| The Magical section is | |style="text-align:center;| The Magical section is up to date for the most part. But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info. | ||
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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:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]] | ||
<!--[[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: [[Psoron's Magic Hyper Novice Guide]]''' <br> | ||
The Super Novice can take one of two routes - Magic or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes, and Breaking Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).'' | 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).'' | ||
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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. Needs at least 30% ACD Reduction at level 10 for full effectiveness. | |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. | ||
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! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice - ASPD Napalm Vulcan Strike | ! style="background-color:#ADD8E6; color:Black; width: 100% " | Skills: Hyper Novice - ASPD Napalm Vulcan Strike | ||
|- | |- | ||
|Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the {{#item:400545}} + {{#item:550133}} combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least | |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. | ||
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[[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 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 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|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.]] <!-- | [[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 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.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.]] | |||
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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 | |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. | |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. | ||
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|{{#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. | ||
|- | |- | ||
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|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) | ||
|A good shield that provides many bonuses, especially at higher refines. | [[File:SN Boots.png|40x40px]] | ||
|A good shield that provides many bonuses, especially at higher refines. Either keep it like this or spend a lot of zeny for the painfully low 0.1% chance it turns into {{#item:28946}}. Obtaining it requires loving pets and showing it too. | |||
|- | |- | ||
|{{#item:460018}} | |{{#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}} | ||
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|- | |- | ||
|{{#item:460018}} | |{{#item:460018}} | ||
|rowspan=" | |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}} | ||
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|{{#item:420066}} | |{{#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. | |Lower headgear that boosts magical damage while reducing variable casting time. | ||
|- | |- | ||
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|{{#item:450173}} | |{{#item:450173}} | ||
|[[Constellation Tower]] | |[[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 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}} | |{{#item:550133}} | ||
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|Sunken Ship | |Sunken Ship | ||
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results. | |Climbing and/or moaning noises not included. Refine to +14 or higher for the best results. | ||
|- | |||
|{{#item:470337}} | |||
|rowspan="2"| Footgear | |||
|[[Chapter 1]] | |||
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The cold wet socks start. | |||
|- | |||
|{{#item:470338}} | |||
|[[Chapter 1]] | |||
|Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts. | |||
|- | |- | ||
|{{#item:490136}} | |{{#item:490136}} | ||
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|{{#item:400991}} | |{{#item:400991}} | ||
|Headgear | |Headgear | ||
| | |[[Chapter_1#Zero_Cell_Sector]] | ||
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill: | |Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:5227}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices. | ||
|- | |- | ||
|{{#item:550177}} | |{{#item:550177}} | ||
|Weapon | |Weapon | ||
| | |[[Chapter_1#Zero_Cell_Sector]] | ||
|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. | |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. | ||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment''' | | style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment''' | ||
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|{{#item:24883}}<br>{{#item:24884}} | |{{#item:24883}}<br>{{#item:24884}} | ||
|Shadow Armor, Shadow Shoes | |Shadow Armor, Shadow Shoes | ||
|rowspan=" | |rowspan="6"| [[Shadow Gear]] | ||
|Shadow armor and shoes that increase magical damage. | |Shadow armor and shoes that increase magical damage. | ||
|- | |- | ||
|{{#item:24753}}<br>{{#item:24754}} | |{{#item:24753}}<br>{{#item:24754}} | ||
|Shadow Weapon, Shadow Shield | |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. | |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. | ||
|- | |- | ||
|<br>{{#item:24665}}<br>{{#item:24668}} | |{{#item:24282}}<br>{{#item:24318}} | ||
|Shadow Weapon, Shadow Shield | |||
|Sacrifice a little bit of power in exchange for a lot of quality of life and utility by using these. | |||
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to {{#item:24753}} and {{#item:24754}} above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes {{#skill:5460}} builds stronger due to the ASPD increase compared to {{#item:24753}} and {{#item:24754}}. Meanwhile, {{#skill:5456}} or {{#skill:5457}} builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the {{#item:300522}}/{{#item:300529}} combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta <s>damage</s> quality of life improvements! Enchant with MATK against monster size or ASPD. | |||
|- | |||
|{{#item:24665}}<br>{{#item:24668}} | |||
|Shadow Ring, Shadow Earring | |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. | |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. | ||
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{{#item:4599}} <br> | {{#item:4599}} <br> | ||
{{#item:4598}} <br> | {{#item:4598}} <br> | ||
|rowspan=" | |rowspan="7"| Headgear | ||
|These cards increase elemental damage. Put them in high refine headgears. | |These cards increase elemental damage. Put them in high refine headgears. | ||
*Plaga: Neutral | *Plaga: Neutral | ||
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|{{#item:300359}} | |{{#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. | |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:300614}} | |||
|Increases Wind Element Magic Damage at the cost of increasing SP consumption. Works best with Jupitel Thunderstorm. | |||
|- | |- | ||
|{{#item:300174}} | |{{#item:300174}} | ||
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|- | |- | ||
|{{#item:300308}} | |{{#item:300308}} | ||
|rowspan=" | |rowspan="8"| 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. | |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. | ||
|- | |- | ||
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|{{#item:300529}} | |{{#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. | |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:300665}} | |||
|Combos with {{#item:300660}} and {{#item:300662}} | |||
|- | |- | ||
|{{#item:300472}} | |{{#item:300472}} | ||
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|- | |- | ||
|{{#item:27196}} | |{{#item:27196}} | ||
|rowspan=" | |rowspan="11"|Weapon | ||
|Early-mid game card that boosts damage against small monsters. | |Early-mid game card that boosts damage against small monsters. | ||
|- | |- | ||
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|{{#item:300601}} | |{{#item:300601}} | ||
|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. | |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:300660}} | |||
|Increases magical damage against normal-type and mobs of all sizes. Slightly weaker compared to {{#item:27384}}. | |||
|- | |||
|{{#item:300662}} | |||
|Increases magical damage against boss-type and mobs of all elements. This is a bit more preferable to Lunarina, dealing a bit more damage compared {{#item:27384}}. | |||
|- | |- | ||
|{{#item:27356}} | |{{#item:27356}} | ||
|rowspan="4"|Shield | |rowspan="4"|Shield | ||
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards | |The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards, good for those on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters. | ||
|- | |- | ||
|{{#item:27385}} | |{{#item:27385}} | ||
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|- | |- | ||
|{{#item:4413}} | |{{#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. | |Reduces damage from Small, Medium, and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | ||
|- | |- | ||
|{{#item:300379}} | |{{#item:300379}} | ||
|A Hodremlin Card | |A Hodremlin Card but better... if your shield is a level 2, like {{#item:460040}} and is refined to +12. | ||
|- | |- | ||
|{{#item:27176}} | |{{#item:27176}} | ||
|rowspan=" | |rowspan="13"|Garment | ||
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster. | |A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster. | ||
|- | |- | ||
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|{{#item:300522}} | |{{#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}}. | |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:300641}} | |||
|Significantly boosts Fire, Neutral, Holy, Dark, Ghost, Wind, and Undead Element magic damage, but if the Garment's refine rate is less than 11. Very good earlier in the game or for those who don't want to deal with RNG nonsense and burning tons of {{#item:6635}} in the process. Best paired with {{#item:300645}}. | |||
|- | |||
|{{#item:300643}} | |||
|Significantly boosts Fire, Water, Earth, Dark, Neutral, Wind, and Poison Element magic damage, but if the Garment's refine rate is less than 11. Very good earlier in the game or for those who don't want to deal with RNG nonsense and burning tons of {{#item:6635}} in the process. Best paired with {{#item:300645}}. | |||
|- | |- | ||
|{{#item:27362}} | |{{#item:27362}} | ||
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{{#item:1001489}} | {{#item:1001489}} | ||
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume | |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 | |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. | ||
|- | |- | ||
|} | |} | ||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |Leveling (WIP) | ! style="background-color:#ADD8E6; color:Black; width: 100% " |Leveling (WIP) | ||
|- | |- | ||
|'''WORK IN PROGRESS''', placeholder, may contain | |'''WORK IN PROGRESS''', placeholder, may contain suboptimal info | ||
'''Path 1: Questing Route''' | |||
*1-20 Prontera Field / Culvert, grab Eden stuff | *1-20 Prontera Field / Culvert, grab Eden stuff | ||
*20-45 Payon Dungeon, activate Manual at level 40 | *20-45 Payon Dungeon, activate Manual at level 40 | ||
*45-70 Orc Dungeon, max Fire Ball | *45-70 Orc Dungeon, max Fire Ball | ||
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!''' | *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 | *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 | *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. | *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 | *170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons | ||
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]]) | *200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]]) | ||
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*230-250 [[20 The Immortal]], Nif2 at 240 | *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]] | *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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|} | |} | ||
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! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy | ! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy | ||
|- | |- | ||
|The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's | |The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing. <!--- This strategy is focused more on a modestly built Hyper Novice with very little to no consumables used even in the thick of battle. | ||
'''This is subject to change depending on the market:''' As of the time of this writing, my idea of a "modestly built" Hyper Novice has the full Illusion Morpheus Set with the hood and shawl both at +9, a Paradise Super Novice Wand, a +9 Grace Super Novice Robe, a +9 Grace Magic Boots and a Novice Shield. ---> | '''This is subject to change depending on the market:''' As of the time of this writing, my idea of a "modestly built" Hyper Novice has the full Illusion Morpheus Set with the hood and shawl both at +9, a Paradise Super Novice Wand, a +9 Grace Super Novice Robe, a +9 Grace Magic Boots and a Novice Shield. ---> | ||
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*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. | *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. | *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. | *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. | *DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced. | ||
*Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful! | *Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful! | ||
*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. | *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. | ||
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*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! | *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. | *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 | *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. | *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. | ||
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<!-- 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. --> | <!-- 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. | 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.''' | ||
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<u>Skill rotation 1:</u><br> | <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> | {{#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> | |||
This rotation requires at least 30% ACD and 160 | (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) | ||
(Start) {{#skill:5457}} > {{#skill:5456}} > {{#skill:5459}} > <s> | |||
<u>Skill rotation 2:</u><br> | <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> | {{#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> | |||
This is the best rotation I found so far when testing DPS in dummies | (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) | ||
(Start) {{#skill:5457}} > <s>{{#skill:5456}}</s> >{{#skill:5459}} > | |||
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<!-- <u>Skill rotation 4:</u><br> | <!-- <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> | {{#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> | 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) --> | (Start) (End)(Repeat) --> | ||
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*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. 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. | *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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{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Eroded Gefenia (WIP) | |||
|- | |||
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no EroGef (I dunno a good short name XD) parties at the moment. This is based on my experience having newly entered the Eroded Bad Land(s), so it is subject to change. | |||
1 - get powerful equips (decently enchanted 275+ is highly recommended) and have at least 80,000HP. | |||
2 - Use {{#item:23204}} so you won't die due too quickly when dealing with Toxit Monsters. {{#item:50035}} is 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 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone!'''<br>''(my made up) Legends say that when a Toxit is near, Ravel's Le Gibet from Gaspard de la Nuit starts playing... Those who encountered the Toxit whispers...''<br>''I mean you can try going in and let Toxit {{#skill:2020}} you. Quite fun when you get pulled around and die 2 screens away...''<br> ''I even prefer going {{#item:300379}} than {{#item:4128}} to survive Toxit...''<br>''What element is the best there? Holy? Fire?''<br>''Holy. But toxit will destroy you...''<br>Power Up is a monster skill that triples Hit AND ATK rate for 30 seconds, increasing this drunken '''toxi'''c '''t'''ree's Hit from 723 to 2169 and ATK from 28-42k to 84-126k! But it has the downside of making them easier to kill, as they take triple damage. They're almost always the main reason for dying here because they cast Power Up when they see you, followed by either Pulse Strike or pulling you in with {{#skill:2020}}, then finishing you off with Pulse Strike. Always stay away from Toxit Monsters even as it pulls you towards it, and deal with it ASAP! | |||
*'''Enemy no. 2 - Lunarina.''' These souped up Loli Ruris have {{#skill:2492}}, which will SIGNIFICANTLY slow down your casting for 30 seconds if it connects, and even skills that are instant cast will suddenly have a 1 second cast time! High VIT and/or LUK decreases the chances of getting howled on, but be careful if a Succubus casts "All Stats Down". Once you see them casting, '''INTERRUPT IT ASAP''', keep distance, or one-shot them if possible. Based on my experience, they're not that much of a threat when soloing - they're quite squishy compared to others, so interrupt and kill them. But in parties, a single Lunarina has the potential to almost totally shut down a party because everyone now has a cast time, '''INCLUDING INSTANT CAST SPELLS, FOR 30 SECONDS.''' Find'em quick, kill'em quick, before everyone gets howled on. Maybe designate someone as a Lunarina spotter. When howled on, '''Lauda'''mus te. Benedecimus te. Adoramus te. | |||
*'''Enemy no. 3 - High Incubus.''' A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting Soul Strike of Darkness. | |||
*'''Enemy no. 4 - High Succubus.''' Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Having 100% VCT Reduction and keeping distance from enemies should mitigate its effects. Like the Lunarina, they're squishy, and if you think "All Stats Down" is a downer, be tempted to dispose of them quickly. | |||
*'''Enemy no. 5 - Chief Knight of Abyss.''' Having High Flee (preferably over 900) should be enough to deal with its powerful {{#skill:397}}... most of the time. Because even with infinity Flee, there will ALWAYS be a 5% chance for attacks to hit. They cast Earthquake at low HP, but it takes a long time for them to do so. Simply move away, which is easier said than done if puller mobs like Toxits and Shadiests are around. Or kill before it can cast Earthquake. | |||
*'''Enemy no. 6 - Bloody Slasher.''' High Flee and constantly moving should solve most problems. In addition to {{#skill:2006}} from their adult forms, they have Break Equipment Skills and likes casting them too. They're the tankiest of the bunch in this Eroded Bad Land. | |||
*'''Enemy no. 7 - Shadiest.''' Has Break Armor, a pull in the form of {{#skill:2020}} and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but {{#skill:2020}} can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's {{#skill:2020}} and {{#skill:92}}. | |||
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|} | |} | ||
Latest revision as of 20:30, 31 January 2026
| NOTICE | This guide is still a work in progress |
|---|---|
| The Magical section is up to date for the most part. 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 | ||||||||
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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 | ||||||||||||||||||||||||||||||||||
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| 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 | ||||||||||||||||||||||||||||||||||
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| 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
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Super Novice (45-99)
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| Quality of Life Equipment | |||||||||||||||||||||||||||
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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
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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) |
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| 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):
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| Strategy |
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| 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.
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| Strategy Depth 1 |
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| 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.
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| Strategy Depth 2 |
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| 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.
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| Strategy Eroded Gefenia (WIP) |
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| The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no EroGef (I dunno a good short name XD) parties at the moment. This is based on my experience having newly entered the Eroded Bad Land(s), so it is subject to change.
1 - get powerful equips (decently enchanted 275+ is highly 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.
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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
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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 | |||||||||||||||||||||||||||
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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
| Strategy (WIP) |
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| 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!
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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
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Super Novice
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| Quality of Life Equipment | |||||||||||||||||||||||||||
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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
| Strategy (WIP) |
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| 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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