(→Tips and Tricks: Added New Game+ 1x leveling guide, currently WIP. 100-200 is still missing and will be worked on)
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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. 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.
|Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. SB is more of a detriment than a benefit at the late game unless a backup tank is needed. When it happens, you can type @die and resurrect yourself with {{#item:6293}}, or wait for someone to resurrect you. A Cardinal can remove it with {{#skill:2052}}. Or you can go back and click on the Healer NPC to remove it.
'''This skill will always trigger at Base Level 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:Hyper Novice surviving Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]
[[File:Hyper Novice surviving Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]
<!--[[File:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]-->
<!--[[File:Sad little miserable brat in the Zero Cell Carousel.jpg|thumb|This cute little Hyper Novice is seriously lacking in firepower (his armor got stripped or broken and forgot to equip), but at least he's having "fun" playing Ring Around the Rosie with a bunch of extremely dangerous 3rd job monsters.]]
[[File:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]-->
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]]''' <br>
'''Click here for a more specialized Wind/Water-focused guide: [[Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan]]'''<br>
'''Click here for a more specialized Wind/Water-focused guide: [[Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan]]'''<br>
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like to be a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
|-
|-
|{{#item:400111}}
|{{#item:400111}}
|Upper Headgear
|Juperos F2 near entrance
|Juperos F2 near entrance
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to 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.
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|[[20 The Immortal]]
|[[20 The Immortal]]
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
|-
|{{#item:550148}}
|Rod
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, you get an FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5456}} and {{#skill:5458}} builds.
|-
|-
|{{#item:550089}}
|{{#item:550089}}
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|-
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|{{#item:450268}}
|{{#item:450268}}
|rowspan="3"| Footgear
|rowspan="4"| Footgear
|[[20 The Immortal]]
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
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|[[20 The Immortal]]
|[[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.
|A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
|-
|{{#item:470265}}
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this helmet. Upgrade it to a +11 Grade C.
|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:400545}}
|{{#item:400545}}
|rowspan="2"| Upper Headgear
|Depth 2
|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.
|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.
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|{{#item:400724}}
|{{#item:400724}}
|[[21 Age of Heroes]]
|[[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.
|One the best upper headgear for Wind and Water focused builds. While it doesn't pair with {{#item:550152}}, the combo with {{#item:300601}} with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than {{#item:400545}}, especially when {{#item:313427}}'s effects proc, which is almost fully guaranteed because of {{#skill:5457}} and {{#skill:5459}}'s multiple hits.
|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.
|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.
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|[[Time Gap Weapons]]
|[[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}}.
|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:550177}}
|[[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. Before obtaining this, try to get a {{#item:550137}} with a high increase in Wind, Water, or All-Element enchants, or just plain MATK, before reforming it.
|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}}
|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.
! style="background-color:#ADD8E6; color:Black; width: 100% " |1x Leveling (New Game +, WIP)
|-
|'''WORK IN PROGRESS: 1-99 and 200-250 looks good to go, but 100-200 is still lacking.'''<br>There is a new 1x rate that boosts drop rate by 50% at level 250. This "New Game+" route assumes you have a well-geared and high level Hyper Novice or Main Character and have at least 1 Alt Account with a Soul Linker/Reaper/Ascetic. It will take advantage of {{#skill:451}} - At level 90, you can wear ANY HEADGEAR, like a Grade A +15 {{#item:400991}}, and at level 96, you can equip any Level 4 weapon. A +7 or better {{#item:550081}} can be used to more quickly kill enemies. If you have enough VCT and FCT reduction, you can equip {{#item:25420}} and {{#item:25419}} to reduce {{#skill:2449}}'s cooldown from a dismal 5 seconds to a more tolerable 3 seconds.
*1-10 Beginner Tutorial, Prontera Field / Culvert, grab Eden stuff at level 10
*10-40 Payon Dungeon. Grab 1-39 Eden Quests. Activate Manual at level 40. Having a {{#item:13440}} from [[Old Glast Heim]] and {{#item:4084}} to enable {{#skill:7}} can make leveling a little easier.
*40-70 Max {{#skill:17}}, grab Orc Zombie, Orc Skeleton and Zenorc Eden Board Quest and go to Orc Dungeon. After killing Orc Zombie, head southeast for the Orc Skeletons and Zenorcs. Beware the Orc Archers. Change job to Super Novice at Base Level 45.
*70-99 Glast Heim Monastery, Malaya Quest, '''DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!'''
*100-120 [[16.1 Banquet for Heroes]], grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest. There are multiple routes for leveling:
**100-110: Exit Thor Dungeon > Magmaring > Go East for Drosera/Muscipular
**100-110: Ice Dungeon > Siroma > type @lw and exit > Desert Wolf > Go down south for the Hill Winds > Go east for the Kobolds
**110-120: Ice Dungeon > Siroma > Head to the center and target Snowier > Head north and destroy Ice Titans and Gazeti
**100-120: Illusion of Moonlight
*125-150 [[16.2 Terra Gloria]], grab some Schwarzwald honor token quests, get Imperial Equips
*150-170 [[17.1 Illusion]], farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft {{#item:550080}}, then upgrade to {{#item:550081}} to make life so much easier.
**150-160: Illusion of Teddy Bear
**160-170: Illusion of Luanda or Illusion of Twins if you're feeling brave (the ants hurt a lot unless you have high Flee)
*170-200 [[17.2 Sage Legacy]], level up via Illusion Dungeons
**170-180: Illusion of Twins
**170-190: Illusion of Labyrinth
**190-230: Abyss4, Odin Past and Einbech3
*200-210 [[18 Direction of Prayer]], Nif1, Rudus4 (requires completing [[17.1 Illusion]])
**200-210: Nif1 or continue with Abyss4 and Einbech3
*210-230 [[19 Isgard Land of Snow Flowers]], Ami1, Ami2 at 230
**210-230: Abyss4, Odin Past or Einbech3 are still the best. Lots of quests means lots of heirlooms and eden coins!
*230-250 [[20 The Immortal]], Nif2 at 240
**230-240: Amicitia 2 or Ami2 for short. So far, '''this is the MOST PAINFULLY SLOW PART''', made worse by those annoying NAPEOs teleporting like it's going out of style and slowing down your progress. Thankfully, Hyper Novices can go to Ami2 directly via {{#skill:27}}. Type /memo at Ami2's entrance and you can freely warp there. Such is the quality of life of Hyper Novices and Cardinals. ALWAYS MAKE A BEELINE FOR NAPEO BEFORE THEY TELEPORT. Everything else is collateral damage.
**230-240: Abyss4, Odin Past or Einbech3 are still viable, though it may take a bit longer to level up compared to Ami2. However, getting a lot of heirlooms and eden coins is still enticing.
**240-250: Nif2. Slower leveling but easier for the less geared. Mobs give around half the EXP compared to [[Varmundt's Biosphere]]. However, Grotes drop the highly coveted {{#item:12103}} in exchange, and you should get more of them with the 48% increased drop rate at level 240. If you want to level up faster though, make sure you're geared enough for...
**240-250: ...Biosphere A and B. The horrible and '''NASTEA''' Ami2 slog is finally over! Leveling is far easier because the dungeons are VERY CROWDED, the kill quest is generalized unlike Ami2 where you need to kill X number of specific mobs, and if you're strong enough, turning in a quest should take no longer than 2mins most of the time, compared to Ami2's 3-5mins depending on your luck with Napeo the {{#skill:26}} addict. Pick a dungeon of your liking - all the dungeons have mobs that give more or less the same amount of EXP (65 - 71M), and kill quests that give the same amount of EXP, despite Fire, Ice, Grass and Death mobs having ~15M less HP than Temple, Soul and Venom mobs.
*250-275 [[21 Age of Heroes]], [[Garden of Time]], [[Varmundt's Biosphere Depth]] if there are [[In Depth review about Varmundt Depth 1 and 2 dungeons with the Depth Keeper himself|Depth Parties]]
**250+: [[Unknown Blue Hole]] or [[Niflheim Pumpkin Farm]].
**250+: [[Varmundt's Biosphere Depth]] if you're strong enough. Always keep distance from annoying stripper Lava Toads! They've been badly influenced by Ifrit the {{#skill:476}}per.
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*'''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. 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}}.
*'''Enemy no. 7 - Shadiest.''' Has Break Armor, a pull in the form of {{#skill:2020}} and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but {{#skill:2020}} can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's {{#skill:2020}} and {{#skill:92}}.
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Zero Cell - Lux (WIP, currently not applicable)
|-
|
[[File:Sad little brat plays Merry Go Round with vile evil 3rd jobs.jpg|thumb|<s>Ring around the rosie, pocket full of posies, ashes, ashes, we all fall DOWN!</s>This is actually a bug. The mobs are supposed to unleash their skills when they see you, not when they get close.]]
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Zero Cell parties at the moment, or if parties are full. This is based on my experience having entered the dungeon just once as of now, and will change over time.
1 - Get POWERFUL, HEAVILY-ENCHANTED END-GAME equips, preferably with the most important gears at +15, and have at least 80,000HP.
2 - Use {{#item:23204}} so you won't die due too quickly, though you will still die real fast anyways. {{#item:50035}} is better. {{#item:50036}} is highly recommended.
3 - <s>If your DPS is just merely adequate to survive here, watch out for the Arch Bishop, because it looks like they're the only ones smart enough to cast {{#skill:2040}} from a distance. The rest, including the Sorcerer for some reason, seem to use their skills only when they get up close and personal. Because of this, it may be possible to kite them and slowly finish them off. Find a big-enough space and get ready to play a long game of "Ring Around the Rosie" with extremely dangerous and deadly 3rd job mobs. Oh what fun it is to ride in the Zero Cell Carousel. OF DEATH!!!</s>
This is a bug. They'll unleash a world of hurt when they see you.
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
|-
|-
|{{#item:400109}}
|{{#item:400109}}
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|[[20 The Immortal]]
|[[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.
|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:500103}}
|One-Handed Sword
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, {{#skill:5451}} gets FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5451}} builds.
|-
|-
|{{#item:500055}}
|{{#item:500055}}
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|[[20 The Immortal]]
|[[20 The Immortal]]
|Sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
|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:470265}}
|Footgear
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this footgear. Upgrade it to a +11 Grade C.
|-
|-
|{{#item:470196}}
|{{#item:470196}}
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|Sword
|Sword
|[[Varmundt's Biosphere Depth 2|Depth 2]]
|[[Varmundt's Biosphere Depth 2|Depth 2]]
|Most powerful and best-in-slot weapon despite its -17 ASPD penalty. It can have two powerful enchants of your choosing, no RNG nonsense. At Grade A and paired with a Grade A {{#item:400545}}, it further increases {{#Skill:5451}} damage and FINALLY gives the Physical Hyper Novice an actual gap closer - {{#skill:2022}}. Though if you step on something incredibly sticky, like {{#skill:405}}, {{#skill:2022}} will fail.
|One of the strongest weapons despite its -17 ASPD penalty. It can have two powerful enchants of your choosing, no RNG nonsense. At Grade A and paired with a Grade A {{#item:400545}}, it further increases {{#Skill:5451}} damage and FINALLY gives the Physical Hyper Novice an actual gap closer - {{#skill:2022}}. Though if you step on something incredibly sticky, like {{#skill:405}}, {{#skill:2022}} will fail.
|-
|{{#item:590112}}
|Mace
|[[Chapter 1]]
|An adorably cute, unfrighteningly spoopy, and totally harmless little mace tailor-made for {{#skill:5451}}, greatly increasing its effectiveness. Unlike the Frontier combo for Mage HNs, this is a standalone. When using {{#skill:5461}}, for 150 seconds, enables the use of {{#skill:6513}} and reduces the cooldown of {{#skill:5451}} by 0.2 seconds. Finally, because it is a Mace, and a cute one at that, its -10 ASPD penalty is also cute compared to Daggers and One-Handed Swords (-15 and -17 respectively). ADORABLE!
Try getting a very scary and intimidating-looking +10 {{#item:590081}}, preferably with Non-Crit Physical Damage modifiers and reform it, to something that is literally a cheap plastic pumpkin with a cheap paraffin candle inside nailed to a wooden handle that can be bought at a thrift store. How something so cheap and fragile-looking is actually indestructible and can easily eliminate angry homonculi with zero cells with the right hands is a mystery.
|An adorably cute, unfrighteningly spoopy, and totally harmless little mace tailor-made for {{#skill:5451}}, greatly increasing its effectiveness. Unlike the Frontier combo for Mage HNs, this is a standalone. When using {{#skill:5461}}, for 150 seconds, enables the use of {{#skill:6513}} and reduces the cooldown of {{#skill:5451}} by 0.2 seconds. Finally, because it is a Mace, and a cute one at that, its -10 ASPD penalty is also cute compared to Daggers and One-Handed Swords (-15 and -17 respectively). ADORABLE!
All builds except Hybrid are good to go! However, both Melee and Ranged builds are still missing their Strategy sections because I'm still testing them out. Still, I hope you enjoy reading!
Cute and happy female Hyper Novice ready to stab things happily and cutely.
Overview
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance their capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
This guide is tailor-made for MuhRO. There are things here which may not be found in other servers, such as the ability to use the +50 CRIT Super Novice chant as early as Base Level 45 / Job Level 1.
Skills Overview
The powers of might and magic unite together, ready to take on the toughest monsters in the world! Featuring GaoSuper (left)!
Hidden Secrets
Skill
Notes
Steel Body
Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will trigger while also fully restoring HP and SP. Think of it as an extra life. Succeeding deaths will not trigger the skill. Relogging restores the extra life. At max level 275, it prevents AP loss and will always trigger on death. If you're soloing and you still don't want to go back to your save point, bring a couple of extra Fly Wings and teleport around until you find a safe area. Relog to get the extra life back. SB is more of a detriment than a benefit at the late game unless a backup tank is needed. When it happens, you can type @die and resurrect yourself with Token of Siegfried (6293) , or wait for someone to resurrect you. A Cardinal can remove it with Clearance. Or you can go back and click on the Healer NPC to remove it.
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
Explosion Spirits
In MuhRO, casting Fury is weird, convoluted, and really buggy.
Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, and doesn't require Spirit Spheres or anything. Very useful for Melee builds, especially those focusing on Mega Sonic Blow. This hidden skill has many perplexing mysteries, explained below.
Enter the following text in public chat (Send to all) to gain Critical Explosion status:
Dear angel, can you hear my voice?
Insert random text here
Help me out~ Please~ T_T
Insert random text here
To quickly cast, put these lines in macro (ALT+M). To cast it:
1 - Spam the chant 5x to trigger. There will be a 1-minute cooldown afterwards. If it doesn't work at all even at max level, see step 4.
2 - Spam the chant 2x so there will be a consistent 1-minute cooldown.
3 - When changing maps or relogging, repeat step 1.
4 - There will be a few occasions where it will not work at all for some reason. If this happens, change maps or relog, then try again.
5 - The 2nd line is buggy. Instead of typing your name, you can type in other things too.
6 - Even a totally new Super Novice at Base Level 45 and Job Level 1 (or 45/1), can use the chant! Free +50 CRIT that early! The ability to use it disappears at 99/99, but it is regained at 100/1 when upgrading to Expanded Super Novice.
Click on the left GIF to witness GaoSuper activating his fury from within. Click on the right GIF to witness GaoSuper also activating his fury from within. However, notice the 2nd line doesn't use his real name. HAIL GAOSUPER!!!
Bonus stats
Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after. Server customization: The +10 all stats bonus is permanent from level 99 onwards - you will not lose it on death. However, your deaths will still be recorded and is removed by the Healer NPC (SN angel will not appear), or using Super Novice Spirit, 1% success chance, indicated by the appearance of the female Super Novice Level Up Angel.
Super Novice Spirit from Soul Linker
If you have a Soul Linker in an Alt Account or a friend who is a Soul Linker, you can use Super Novice Spirit to enable the use of ANY headgear, like a fully-enchanted overpowered +15 Frontier Rune Crown (Soul Ascetic) [1] (400990) , at Base Level 90+ above, and Level 4 dagger/axe/1h sword/rod weapons at Base Level 96+, not level 3 and level 5 sadly. This can make leveling significantly easier. If you die and lose the Soul Link, the headgear/weapon will remain equipped. But if you change maps or relog, they'll be de-equipped and you'll need another Super Novice Spirit to reequip them.
Builds
Everyone starts out as a Novice. It's up to you to carve your own path. You control your destiny, your fate. Wait a minute... are novices permitted to use a cart? Why do I feel such tremendous power coming from him... Isn't he just a 1/1 novice but with a sus cart? How can this be...
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle four different builds - Mage, Melee, Ranged, and Hybrid.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Hyper Novice that suits you best.
Mage
Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.
Click here for a more specialized and in-depth guide on Magic Hyper Novices: Psoron's Magic Hyper Novice Guide Click here for a more specialized Wind/Water-focused guide: Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan
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 Yordos Judge Card (300522) /Yortus Conjurator Card (300529) combo, leave DEX below 10 so SP Cost won't get too expensive. However, doing this requires 100% Variable Cast Time (VCT) reduction.
LUK
60-80 100+ (Judge / Conjurator Card Combo)
Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. LUK increases MATK more than DEX, so increase this a lot more when using the Yordos Judge Card (300522) /Yortus Conjurator Card (300529) combo.
Trait
Amount
Notes
POW
0
Not needed. Using magic sticks to whack things is not the best idea...
STA
0-72
After getting 110 SPL and CON, adjust STA, WIS, or CRT.
WIS
0-72
After getting 110 SPL and CON, adjust STA, WIS, or CRT.
SPL
110
Primary trait. Max this for the highest possible Magic Damage.
CON
110
Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee.
CRT
0-72
After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making Heal spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD and ASPD, one can spam heal to save on a lot of potions and zeny (I'm a cheapskate XD). However, a decent amount of ACD reduction (30%+) and ASPD (170+) are needed for it to be effective.
Skills
Skills: Super Novice (45-99)
Skill set overview from level 45-99.
Skill
Level
Notes
Super Novice
Fire Bolt
4
Prerequisite for Fireball.
Fire Ball
10
Your main source of damage from 45-99, especially because a lot of the quests here will revolve around purifying the undead by fire. Being quick to cast and having decent AoE are important because the pitifully low HP and SP will force you to move a lot. Usually one of the first, if not the first magic skill learned by a lot of isekai protagonists.
Increase SP Recovery
5-10
Compensates for the Super Novice's puddle-deep SP pool at the early game and helps save some SP at the end-game when SP Cost skyrockets due to certain equipment and cards.
Heal
3-10
Mainly for self-healing. Also helpful in healing teammates.
Increase Agility
10
VERY IMPORTANT buff to get! AGI, Flee, and mobility are a must to survive as Super Novice, no thanks to the pitifully low HP pool which can result in death in 5 hits at most even with a lot of VIT.
Divine Protection
5
Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
Blessing
10
Grants STR, INT and DEX bonuses. Very useful buff.
Ruwach
1
Basically an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
Teleport
1
Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
Owl's Eye
3
Prerequisite for Vulture's Eye.
Vulture's Eye
1
Prerequisite for Attention Concentrate.
Improve Concentration
10
Your main source of DEX and AGI. Max this one for reduced cast time and increased Flee for better survival.
Enlarge Weight Limit
3
Increases weight capacity. Prerequisite for Discount.
Discount
3
Reduces cost of buying from almost all NPCs. Prerequisite for Overcharge.
Overcharge
10
Increases cost of selling to all NPCs. Helps earn zeny faster.
Improve Dodge
10
Last but not least, Improve Dodge further increases Flee, therefore increasing survival by A LOT. Max this.
After getting promoted to Ex. Super Novice, reset all skills.
Skills: Expanded Super Novice (99-200)
There are 6 excess points - Reduce Improve Dodge to Level 4. When reaching Job Level 70, put the remaining points there.The 6 missing points are allocated to Improve Dodge.
Skill
Level
Notes
Super Novice
Fire Ball
10
Fireball still deals decent damage until around ~level 150. Having two Fire Condor cards can make this skill even stronger.
Cold Bolt
5
Prerequisite for Frost Diver.
Frost Diver
1
Prerequisite for Storm Gust.
Lightning Bolt
4
Prerequisite for Thunderstorm and Jupitel Thunder.
Thunder Storm
1
Prerequisite for Lord of Vermillion.
Napalm Beat
1
Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
Heal
3-10
Mainly for self-healing. Also helpful in healing teammates.
Increase Agility
10
The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
Divine Protection
5
Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
Blessing
10
Grants STR, INT and DEX bonuses. Very useful buff.
Ruwach
1
Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
Teleport
1
Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
Owl's Eye
3-10
Prerequisite for Vulture's Eye.
Vulture's Eye
1
Prerequisite for Attention Concentrate.
Improve Concentration
10
Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
Storm Gust
1 or 10
Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels mean lower damage but much higher Freeze chance while higher levels mean higher damage but lower Freeze chance. Use at level 1 for more crowd control. Use at level 10 for more damage.
Notice: The skill has a tendency to push enemies to the upper right.
Jupitel Thunder
5-10
An improved version of Lightning Bolt with an added knockback and removed cooldown.
Lord of Vermilion
10
A larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust, preferably Level 1 for a quick Freeze. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
Earth Spike
3
Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
Heaven's Drive
1-5
Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
Quagmire
5
Very useful utility skill that slows down enemies while also cutting their DEX and AGI, making escaping or killing mobs easier.
Magnificat
5
Doubles SP Regeneration of the caster and the party. There's no Level 10 Increase SP Recovery - Magnificant alone is more than enough, as long as it's up most of the time.
Faith
10
Adds up to 2000HP and increases Holy resistance by up to 50%. Every bit of HP counts.
Hilt Binding
1
Prerequisite for Repair Weapon. Adds a tiny bit of STR and ATK.
Weaponry Research
1
Prerequisite for Repair Weapon. Adds a tiny bit of ATK and HIT.
Repair Weapon
1
Repairs weapons AND armors by using certain materials. A very handy skill when soloing and quite useful to the party if there are no Meisters and Biolos around, especially in areas where certain enemies destroy equipment.
LV 1 weapon: Iron Ore
LV 2 weapon: Iron
LV 3 weapon: Steel
LV 4 weapon: Rough Oridecon
Armors: Steel
Angel, Help me!
1
Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. Beware of the ridiculously long 5-minute cooldown, so use wisely.
Breakthrough
5
Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
Transcendence
5
Passive skill. Increases HP, SP, MATK and amount of healing given. Sizeable jump in bonuses from level 4 to 5.
Psychic Wave
5
Can be used only when a +7 Patent Freedom Stick [2] (550081) is equipped. A Neutral-element skill that makes life a lot easier due to its high damage.
After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice - Jack Frost Nova
Here's my specialty - Jack Frost Nova. It takes advantage of Dim Glacier's Hell's Jack enchant, focusing on Jack Frost Nova and Hell's Drive. It also works great with the TDRC + Time Gap combo. There are two variations: a more powerful glass cannon build, and a slightly less powerful but much beefier variant. Jack Frost Nova by itself is already quite strong, but other skills can be cast while it is on a 3-second cooldown. One must know how to "piano" and properly rotate multiple skills for maximum damage.
Default skill build.Default skill build.The first build has less damage (by appx. 10-15%) but has far greater survival thanks to Overcoming Crisis (OC). Even at just level 2 Overcoming Crisis, it still provides a decent boost to HP (example: from 85k to 125k), but more importantly, access to a panic / oh $$$$ button in case of emergency, as long as there is 50 AP and not on a 60-second cooldown. The bonus PATK and SMATK is the cherry on top.The second build has more damage (appx. 10-15%), thanks to a maxed out SSS, HD and JFN. JTS is still level 9. GG is now at level 9, resulting in increased damage and significantly less ACD. However, the lack of OC results in a more fragile Glass Cannon build, losing access to an HP boost and full heal. As a result, soloing Depth 2 is still possible, but significantly more care must be taken, especially against really hard-hitting Mosquitoes and Salamanders. The panic button is gone. Be careful!JFN Hyper Novice in Depth2.
Skill
Level
Notes
Hyper Novice
Self Study Sorcery
5+
Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
Meteor Storm Buster
5 or 8
The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second
Skill cooldown: 2 seconds, 1.5 seconds with Time Gap Hyper Staff [2] (550152)
Aftercast Delay: 0.5 seconds
Max AoE of 9x9 and max of 10 hits at level 9.
Jack Frost Nova
10
A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Aftercast Delay: 0.3 seconds
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
Hell's DriveHell's Drive
5 or 10
An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.
Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Aftercast Delay: 1 second
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
Ground Gravitation
7 - 10
An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is PAINFUL below level 9, so use it carefully!
Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Aftercast Delay: 1 second (level 10), UTTER PAIN below level 9
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
Napalm Vulcan Strike
5
A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires 40% ACD reduction and at least 173 ASPD for maximum spamming.
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.
Overcoming Crisis
Optional
Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
Skills: Hyper Novice - ASPD Napalm Vulcan Strike
Napalm Vulcan Strike is a build that revolves around spamming Napalm Vulcan Strike. The floor is made of floor. It becomes a "firehose" of souls when using the Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Dimensions Hyper Rod [2] (550133) combo, if both are Grade A. It is powerful, but requires high ACD reduction and high ASPD for maximum power. At least 40% ACD reduction and 180+ ASPD are recommended. Unlike the Jack Frost Nova build above, piano skills and proper skill rotation aren't needed. Just set up a smartkey/smartcast Turbo, open up with another skill like Ground Gravitation or Jack Frost Nova to tenderize them a bit, aim, and start spraying them with angry thoughts and/or angry souls.
Default skill build.Default skill build.This build is designed to be tanky and comfy to use. NVS and an opener are maxed. In this case, the opener is Ground Gravitation. However, when you're farming in Depth1 and Depth2, Jack Frost Nova is the better opener, so annoying stripper frogs and frustratingly quake-happy salamanders are killed faster.NVS Hyper Novice with the TDRC combo above in Depth2.
Skill
Level
Notes
Hyper Novice
Self Study Sorcery
5+
Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
Meteor Storm Buster
5
The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area at level 8 and above. The first meteor will always strike the cell it's casted on. Succeeding meteors are random. At levels 8 and above, enemies at the tile this spell is casted on will receive all hits from the explosion damage.
Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second
Skill cooldown: 2 seconds, 1.5 seconds with Time Gap Hyper Staff [2] (550152)
Aftercast Delay: 0.5 seconds
Max AoE of 9x9 and max of 10 hits at level 9.
Jack Frost Nova
5 or 10
A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
Fixed Cast Time: 1.5 seconds
Skill cooldown: 3 seconds
Aftercast Delay: 0.3 seconds
Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
Hell's DriveHell's Drive
5
An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out. Needs at least 30% ACD Reduction at level 10 for full effectiveness.
Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Aftercast Delay: 1 second
Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
Ground Gravitation
5 or 10
An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above, for a duration of 5 seconds. Enemies affected receive increased damage while slowing them down. ACD is PAINFUL below level 9, so use it carefully!
Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Aftercast Delay: 1 second (level 10), UTTER PAIN below level 9
Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
Napalm Vulcan Strike
10
A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area. Requires at least 30% ACD reduction and 174 ASPD for maximum spamming.
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.
Overcoming Crisis
Optional
Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
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.
Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for 15 Elastic Band (7200) and 3 Blue Hair (1034) , or by spending 10 Eden Coin (25223) per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
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 Noblesses Refine Ticket (100128) at a price of 10 Token of Honor (6919)
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 Imperial Refine Ticket (100129) , at the cost of 10 Schwarzwald Token of Honor (25155) per piece, including the refine ticket.
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 Unknown Parts (25669) while the Grace Refine Ticket (100130) costs 20 Cor Core (25723) .
Go back to where you got the Paradise Set and pay Labraham 10 Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined.
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!
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.
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.
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 Spiritual Auger (6396) .
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. [1] (39540) and two [2] (39535) are recommended.
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.
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.
An upgraded version of Freedom Stick [2] (550080) . Refine it to +7 to gain access to level 5 Psychic Wave, which will make leveling and killing monsters a lot easier.
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.
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 Purified Knight's Shield [1] (28946) . Obtaining it requires loving pets and showing it too.
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 Patent Freedom Stick [2] (550081) . Try to refine this to +11, then use the Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
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 CD in Mouth (420003) for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted.
Boosts all elemental Magic Damage when paired with Cor Core Booster [1] (410092) , but try not to auto-whack stuff and trigger Soul Strike and its ACD.
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.
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 stronger and sadder version of the Rutilus Stick-OS [2] (26151) , providing better After-Cast Delay reduction, less Variable Cast Time and a permanent 30% boost to Neutral and Fire element damage instead of a random limited-duration buff.
A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful Dim Glacier Wand [1] (550089) is obtained.
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.
The upgraded form of Cursed Knight's Shield [1] (28942) has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
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.
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.
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 Freedom Stick-LT [2] (550082) . Try to aim for a +11 Grade C at least.
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.
Furious Equipment, jor_fild02 at (jor_back2 167, 232) from Angry Beetle
While leveling up, you may have gotten some nice looking "junk" like Evil Minded Ruby (1001075) and Blaze Stone (1001084) . You can save them and a bunch of cards to obtain this helmet. When paired with , you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like to be a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
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 Cast Stone (Garment) (25067) , Minor Casting Stone (Garment) (25170) and Minor Casting Stone (Dual) (1000521) for something better.
An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
Furious Equipment, jor_fild02 at (jor_back2 167, 232) from Angry Beetle
While leveling up, you may have gotten some nice looking "junk" like Evil Minded Ruby (1001075) and Wood Block (1001077) . You can save them and a bunch of cards to obtain this weapon. When paired with Furious Crown (Hyper Novice) [1] (400675) , you get an FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for Jupitel Thunderstorm and Hell's Drive builds.
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 Blacksmith's Blessing (6635) to refine.
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!
This muffler doesn't emit greenhouse gases, but it does emit decent power, adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the ASPD boost. Currently can be purchased from player vendors at cheap prices.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
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 pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's highly recommended to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial Glacier Flower Meow Power (Fixed Casting) (312076) enchant, requiring 1M zeny, 20 Snowflower Gem (1000812) and 30 Sacred Cat Whiskers (1001217) . No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with Glacier Flower Meow Power (Fixed Casting) (312076) , preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
Furious Equipment, jor_fild02 at (jor_back2 167, 232) from Angry Beetle
While leveling up, you may have gotten some nice looking "junk" like Evil Minded Ruby (1001075) and Brightly Shining Crystal (1001087) . You can save them and a bunch of cards to obtain this helmet. Upgrade it to a +11 Grade C.
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.
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 Jupitel Thunderstorm and Jack Frost Nova. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 Frontier Hyper Lord [2] (550177) . Pairing them will result in Rule Break granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). Jupitel Thunderstorm will autocast Level 5 Tornado Storm on the target. Jack Frost Nova will autocast Level 5 Rain of Crystal where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.
One the best upper headgear for Wind and Water focused builds. While it doesn't pair with Time Gap Hyper Staff [2] (550152) , the combo with Lee Card (300601) with a fully enchanted +12 and above Grade A crown more than makes up for it, making it more powerful than Time Dimensions Rune Crown (Hyper Novice) [1] (400545) , especially when Warrant of Bailiff (313427) 's effects proc, which is almost fully guaranteed because of Jack Frost Nova and Ground Gravitation's multiple hits.
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.
The best-in-slot armor, but only if all the stars align. Engraved Soul Purification Rune Robe [1] (450284) by itself is a lot more powerful, so stick to it in the meantime. But once you obtain the following:
There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast.
If you're level 250 and above, you can skip Dim Glacier Wand [1] (550089) and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts Meteor Storm Buster and Hell's Drive damage.
When paired with Time Dimensions Rune Crown (Hyper Novice) [1] (400545) , it greatly boosts Napalm Vulcan Strike damage and has a 50% chance to autocast Soul Vulcan Strike, but requires high ASPD (175+), ACD reduction (30% and above), and smartcast for maximum effectiveness. Jack Frost Nova and Jupitel Thunderstorm are still decently strong even if this weapon doesn't buff them at all.
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 Jack Frost Nova and Jupitel Thunderstorm when paired with Time Dimensions Rune Crown (Hyper Novice) [1] (400545) .
Significantly boosts Wind and Water Magic Damage and the equivalent skills Jupitel Thunderstorm and Jack Frost Nova. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 Frontier Rune Crown (Hyper Novice) [1] (400991) . The combo's downside is Rule Break must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running. Before obtaining this, try to get a Encroached Staff [2] (550137) with a high increase in Wind, Water, or All-Element enchants, or just plain MATK, before reforming it.
Still don't have enough resources for that swanky, new powerful shield of your dreams? This cheapo budget shield from the Lighthalzen Thrift Store is still useful due to the 20% resistance against all elements except Neutral, something that not even the two super-expensive and super-powerful shields below can provide, for just 5000 ZENY!!! Now that's a STEAL!!!
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 Renovated Upper Rgan (300379) .
The more defensive-oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of Renovated Upper Rgan (300379) 's damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - 10% reduced VCT and over 100 Hard MDEF. The 10% reduced VCT will come in handy when using the Yordos Judge Card (300522) /Yortus Conjurator Card (300529) combo, while having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
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 Moan of Corruption [1] (470204) when fully enchanted. The moaning stops. The cold wet socks start.
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 Moan of Corruption [1] (470204) when fully enchanted. The moaning stops. The acrid, foul smell starts.
The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG. When using the Yordos Judge Card (300522) /Yortus Conjurator Card (300529) combo, equipping this is HIGHLY RECOMMENDED due to the VCT reduction from the two Star of Spell Lv.5 (310711) enchants. DEX can be reduced to 1, negating the combo's eye-watering SP Cost increase due to Base DEX, which can be used in boosting other stats, while also freeing up some skill points - less points to Owl's Eye can be used elsewhere.
The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with Circulation of Life Autumn [1] (480351) .
Hyper Novice 285+ (Future, currently unobtainable here)
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Shadow Equipment
Beginner Shadow Gear
Shadow Gear Set
@go eden, Lucy
Starter shadow set.
Advanced Shadow Gear
Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 Eden Coin (25223) per week or 30 Eden Coin (25223) per piece, 80 Eden Coin (25223) for the class-specific weapon.
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.
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 Magical Spell Shadow Weapon (24753) and Magical Spell Shadow Shield (24754) above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes Napalm Vulcan Strike builds stronger due to the ASPD increase compared to Magical Spell Shadow Weapon (24753) and Magical Spell Shadow Shield (24754) . Meanwhile, Jupitel Thunderstorm or Jack Frost Nova builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the Yordos Judge Card (300522) /Yortus Conjurator Card (300529) combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta damage quality of life improvements! Enchant with MATK against monster size or ASPD.
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.
An improved version of the Master Shadow Set, tailored for Magic Hyper Novices. Increases the damage of all skills except Hell's Drive and Ground Gravitation. Enchant with the spell of your choosing and SPL.
Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
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 Cart Boost, basically a free Guyak Pudding (12710) but can be removed with skills like Quagmire and Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate Cart Boost for a big speed boost, then switch back to your default headgear. More info on how to get it below.
Increases EXP gained and drop rate by 5%. Enables the use of Level 1 Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
Enables use of level 1 Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of Heal and potions.
I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! Greed!!11111!
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.
Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with Ice Straw Card (300361) . Works best with Jack Frost Nova.
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 Friedrich S. Heine Card (300424) card.
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.
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.
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.
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.
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 Icewind Card (300458) , it can also deal magical damage against big bad enemies.
One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A Yorscalp Crown of Judgment [1] (400724) . Significantly boosts Jupitel Thunderstorm and Jack Frost Nova damage.
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 Mutating White Knight Card (27384) .
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.
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.
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.
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.
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.
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.
Best paired with the armor card Meyer Lugenburg Card (300308) for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
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 Yortus Conjurator Card (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 Yortus Conjurator Card (300529) .
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 Blacksmith's Blessing (6635) in the process. Best paired with Encroached Re-Rover Card (300645) .
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 Blacksmith's Blessing (6635) in the process. Best paired with Encroached Re-Rover Card (300645) .
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.
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.
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.
At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a Copo Card (300455) . Insert this into a Level 2 Footgear, like Moan of Corruption [1] (470204) . Again, that pair of shoes does not come with climbing noises.
These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum.
These 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.
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 Patent Freedom Stick [2] (550081) .
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.
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.
Roween Egg (9104) : MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
White Knight Egg (9134) : MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a Mutated White Knight Egg (9133) to get this. The best pet for this build.
Tips and Tricks
Leveling (WIP)
WORK IN PROGRESS
Path 1: Questing Route
1-20 Prontera Field / Culvert, grab Eden stuff
20-45 Payon Dungeon, activate Manual at level 40
45-70 Orc Dungeon, max Fire Ball
70-99 Glast Heim Monastery, Malaya Quest, DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!
100-125 16.1 Banquet for Heroes, grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest.
125-150 16.2 Terra Gloria, grab some Schwarzwald honor token quests, get Imperial Equips
150-170 17.1 Illusion, farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft Freedom Stick [2] (550080) , then upgrade to Patent Freedom Stick [2] (550081) to make life so much easier. Level up in Illusion of Teddy Bear
Path 2: GaoSuper (1-200)
Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon. HAIL GAOSUPER!!!
Timestamps and explanations (currently simplistic, will add more details later):
0:00 - character creation
0:20 - start, beginner quest
1:55 - Stat distribution (/dex+ 99), Payon Dungeon
More coming soon!
1x Leveling (New Game +, WIP)
WORK IN PROGRESS: 1-99 and 200-250 looks good to go, but 100-200 is still lacking. There is a new 1x rate that boosts drop rate by 50% at level 250. This "New Game+" route assumes you have a well-geared and high level Hyper Novice or Main Character and have at least 1 Alt Account with a Soul Linker/Reaper/Ascetic. It will take advantage of Super Novice Spirit - At level 90, you can wear ANY HEADGEAR, like a Grade A +15 Frontier Rune Crown (Hyper Novice) [1] (400991) , and at level 96, you can equip any Level 4 weapon. A +7 or better Patent Freedom Stick [2] (550081) can be used to more quickly kill enemies. If you have enough VCT and FCT reduction, you can equip Sorcerer Stone (Garment) (25420) and Professor Stone (Low) (25419) to reduce Psychic Wave's cooldown from a dismal 5 seconds to a more tolerable 3 seconds.
1-10 Beginner Tutorial, Prontera Field / Culvert, grab Eden stuff at level 10
10-40 Payon Dungeon. Grab 1-39 Eden Quests. Activate Manual at level 40. Having a Ceremonial Sword (13440) from Old Glast Heim and Marine Sphere Card (4084) to enable Magnum Break can make leveling a little easier.
40-70 Max Fire Ball, grab Orc Zombie, Orc Skeleton and Zenorc Eden Board Quest and go to Orc Dungeon. After killing Orc Zombie, head southeast for the Orc Skeletons and Zenorcs. Beware the Orc Archers. Change job to Super Novice at Base Level 45.
70-99 Glast Heim Monastery, Malaya Quest, DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!
100-120 16.1 Banquet for Heroes, grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest. There are multiple routes for leveling:
100-110: Exit Thor Dungeon > Magmaring > Go East for Drosera/Muscipular
100-110: Ice Dungeon > Siroma > type @lw and exit > Desert Wolf > Go down south for the Hill Winds > Go east for the Kobolds
110-120: Ice Dungeon > Siroma > Head to the center and target Snowier > Head north and destroy Ice Titans and Gazeti
100-120: Illusion of Moonlight
125-150 16.2 Terra Gloria, grab some Schwarzwald honor token quests, get Imperial Equips
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 Freedom Stick [2] (550080) , then upgrade to Patent Freedom Stick [2] (550081) to make life so much easier.
150-160: Illusion of Teddy Bear
160-170: Illusion of Luanda or Illusion of Twins if you're feeling brave (the ants hurt a lot unless you have high Flee)
230-240: Amicitia 2 or Ami2 for short. So far, this is the MOST PAINFULLY SLOW PART, made worse by those annoying NAPEOs teleporting like it's going out of style and slowing down your progress. Thankfully, Hyper Novices can go to Ami2 directly via Warp Portal. Type /memo at Ami2's entrance and you can freely warp there. Such is the quality of life of Hyper Novices and Cardinals. ALWAYS MAKE A BEELINE FOR NAPEO BEFORE THEY TELEPORT. Everything else is collateral damage.
230-240: Abyss4, Odin Past or Einbech3 are still viable, though it may take a bit longer to level up compared to Ami2. However, getting a lot of heirlooms and eden coins is still enticing.
240-250: Nif2. Slower leveling but easier for the less geared. Mobs give around half the EXP compared to Varmundt's Biosphere. However, Grotes drop the highly coveted Bloody Branch (12103) in exchange, and you should get more of them with the 48% increased drop rate at level 240. If you want to level up faster though, make sure you're geared enough for...
240-250: ...Biosphere A and B. The horrible and NASTEA Ami2 slog is finally over! Leveling is far easier because the dungeons are VERY CROWDED, the kill quest is generalized unlike Ami2 where you need to kill X number of specific mobs, and if you're strong enough, turning in a quest should take no longer than 2mins most of the time, compared to Ami2's 3-5mins depending on your luck with Napeo the Teleport addict. Pick a dungeon of your liking - all the dungeons have mobs that give more or less the same amount of EXP (65 - 71M), and kill quests that give the same amount of EXP, despite Fire, Ice, Grass and Death mobs having ~15M less HP than Temple, Soul and Venom mobs.
250+: Varmundt's Biosphere Depth if you're strong enough. Always keep distance from annoying stripper Lava Toads! They've been badly influenced by Ifrit the Full Stripper.
Strategy
The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's smart investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
Super Novice:
Super Novice has absolutely atrocious HP and SP pools until level 99. Without the help of equipment and costumes like C. Beginner Cap (20307) , your HP and SP will be less than 1000 and 300 respectively. Because of this, your primary survival stat is AGI, not VIT. All the VIT and DEF in the world won't do much if you have a mere ~1000 HP. It's better to evade attacks instead of taking a hit with such low HP.
Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball instead of slow-casting bolt spells.
Skills like Safety Wall and Pneuma Pneuma iei will help you survive in dangerous situations but will cost a lot of skill points. It will be useful for quite a long time, even all the way until you're a Hyper Novice if you use them well.
DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
Be very judicious in your movements and casting. You'll find yourself running out of SP very quickly or dying in just a single CRIT attack from Orc Zombies if you're not careful!
Always be on the move! Keep moving, don't get hit, and survive! Once you reach Base Level 99, you'll get an extra +2000 Max HP for your troubles.
Don't upgrade to Ex. Super Novice until you reach Job Level 99.
Ex. Super Novice
This is the deadly part, and I think a lot of people who try the class will give up here. The struggle IS REAL especially if Hyper Novice is the first or one of the first characters you make. Correct me if I'm wrong though!
Soloing isn't too difficult from 100-150, then the difficulty ramps up quickly at 150 onwards due to the lack of strong 3rd job skills. Level 5 Psychic Wave will make life a lot easier, but it needs a +7 Patent Freedom Stick [2] (550081) , and it can be obtained here: Ancient Hero / Patent / Hero-LT Weapons. Once you break through this challenging phase, especially if you don't have Patent Freedom Stick [2] (550081) , you'll feel a MASSIVE surge of power once you become a Hyper Novice and reach Job Level 7 and above.
As you gain levels, allocate more points to DEX in order to reduce VCT (Variable Cast Time) as much as possible, with INT not far behind. It is highly recommended to do the episode quests listed above, as they'll give you access to equipment sets that can reduce your VCT by up to 10% (Grace Set) and FCT (Fixed Cast Time) by 0.5 seconds, which is very helpful considering the long 1.5-second FCT of AoE skills like Storm Gust and Lord of Vermilion, and the even more abhorrent VCT of some skills reaching up to freaking 6.3 seconds! At least it isn't as bad as Fenrir, who can take a full minute to cast Varetyr Spear.
AGI is still your primary survival stat, but some VIT can now help with a much better HP pool. Most monsters up to level 200 can have up to around ~550 Hit at most. Try to have 550 Flee or more if possible. Type @mi monstername for more info on a particular monster.
If Hit - Flee = 100 or more, you'll ALWAYS be hit.
But even if you think having tons of FLEE is going to work, it isn't, because there is a FLEE PENALTY. If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters.
In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
Hyper Novice
Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.
Buffing rotation:
Every 90 seconds: Magnificat, Impositio Manus, Shield Spell, Cart Boost in any order
Every 180 seconds: Improve Concentration, Blessing, Increase Agility, then Magnificat, Impositio Manus, Shield Spell, Cart Boost, in any order
To make buffing rotations easier, you can remove one or more of the following skills, indicated by a slash. Cart Boost cannot be removed, unless you have an oversupply of Guyak Pudding (12710) . If you have sufficient SP regeneration or a lot of SP potions, remove Magnificat. If you think MATK+25 is too insignificant, remove Impositio Manus. If you have HP regeneration, sufficient healing, or lots of HP potions, remove Shield Spell.
Skill rotation 1: Jack Frost Nova build based on the skill build above with end-game gear - Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Time Gap Hyper Staff [2] (550152) combo.
This rotation requires at least 30% ACD and 160 ASPD. The idea is to cram as many skills as possible within the duration of Jack Frost Nova. This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.
(Start) Jack Frost Nova > Jupitel Thunderstorm > Ground Gravitation > Hell's DriveHell's Drive > Jupitel Thunderstorm ---> Jack Frost Nova > Hell's DriveHell's Drive > Jupitel Thunderstorm > Hell's DriveHell's Drive > Hell's DriveHell's Drive (End)(Repeat)
Skill rotation 2: Jack Frost Nova build based on the skill build above with late-game gear - fully enchanted Dim Glacier Wand [1] (550089) with Vesper Headgear [1] (400111) .
This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly.
(Start) Jack Frost Nova > Jupitel Thunderstorm > Ground Gravitation > Hell's DriveHell's Drive x3 ---> Jack Frost Nova > Jupitel Thunderstorm > Hell's DriveHell's Drive x4 (End)(Repeat)
Skill rotation 3 (WIP): Napalm Vulcan Strike build - Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Dimensions Hyper Rod [2] (550133) combo.
Start with an opener to soften up the mobs a bit, followed by spamming the skill until the opener's duration ends. Spray enemies with a barrage of angry thoughts. If Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Dimensions Hyper Rod [2] (550133) are equipped, add angry souls to the mix. When in actual combat, adjust accordingly.
(Start) Jack Frost Nova or Ground Gravitation then spam Napalm Vulcan Strike (End)(Repeat)
Strategy Depth 1
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.
2 - Use Brilliant Protection Scroll (23204) so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). The One Potion (50035) is even better.
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
Enemy no. 1 - Lava Toads. If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast Full Chemical Protection, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
Enemy no. 2 - Fatums. They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with Lightning Bolt, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
Enemy no. 3 - The Waterborne, Kapha and Anolian. Kapha usually doesn't initiate with Water Ball, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, Sonic Blow, Diamond Dust, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail. These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast Quagmire, removing Increase Agility, Improve Concentration, and Cart Boost and reducing DEX and AGI. Really annoying because you need to recast those skills, but Guyak Pudding (12710) fixes that problem. Pom Spiders can occasionally cast Spider Web (Fiber Lock) when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's Fire Wall.
Strategy Depth 2
Mage build Hyper Novice explores Depth 2, with just merely adequate equipment (Vesper + Dim). Using Safety Wall against Duneyrr's Spider Web saved his life.
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.
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 Frost Nova.
Enemy no. 3 - The Windborne Moskrillo and Blue Acidus. Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful Lightning Bolt and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast Thunder Storm and Jupitel Thunder in quick succession.
Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr because my goodness, they cast Spider Web (Fiber Lock) like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around.
Enemy no. 5 - Naga. They have Brandish Spear, but Water Ball is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball.
Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so.
Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage.
Strategy Eroded Gefenia
This image of almost dying will soon be replaced by Improve Concentration having a cast time.
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Ch1Gefenia parties at the moment, or if parties are full. This is based on my experience having entered the Eroded Badlands multiple times solo and in a party, and will change over time. This place would've been not too difficult if it weren't for those meddling Toxits!
1 - Get powerful equips (decently enchanted 275+/end-game is highly recommended) and have at least 80,000HP.
2 - Use Brilliant Protection Scroll (23204) so you won't die due too quickly when dealing with Toxit Monsters. The One Potion (50035) is better. True One Potion (50036) is highly recommended for a full hour of torture fun time in hell paradise!
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
Enemy no. 1 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone! (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... I mean you can try going in and let Toxit Phantom Thrust you. Quite fun when you get pulled around and die 2 screens away... I even prefer going Renovated Upper Rgan (300379) than [MVP] Golden Thief Bug Card (4128) to survive Toxit... What element is the best there? Holy? Fire? Holy. But toxit will destroy you... Power Up is a monster skill that triples Hit AND ATK rate for 30 seconds, increasing this drunken toxic tree'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 Phantom Thrust, 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 Howling of Mandragora, which will SIGNIFICANTLY slow down your casting for 30 seconds if it connects, and even skills that are instant cast will suddenly have a 1 second cast time! High VIT and/or LUK decreases the chances of getting howled on, but be careful if a Succubus casts "All Stats Down". Once you see them casting (a smaller red square), INTERRUPT IT ASAP, EVADE AT ONCE, or one-shot them if possible. Based on my experience, they're not that much of a threat when soloing as long as you're paying attention - they're quite squishy compared to others, so interrupt and kill them. But in parties, a single Lunarina has the potential to almost totally shut down a bunched-up party because everyone now has a cast time, INCLUDING INSTANT CAST SPELLS LIKE Improve Concentration, FOR 30 SECONDS. Find'em quick, kill'em quick, before everyone gets howled on. Maybe designate someone as a Lunarina spotter. When howled on, Laudamus te. Benedecimus te. Adoramus te.
Enemy no. 3 - High Incubus. A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting a rather strong Soul Strike of Darkness.
Enemy no. 4 - High Succubus. Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Having 100% VCT Reduction and keeping distance from enemies should mitigate its effects. Like the Lunarina, they're squishy, and if you think "All Stats Down" is a downer, be tempted to dispose of them quickly.
Enemy no. 5 - Chief Knight of Abyss. Having High Flee (preferably over 900) should be enough to deal with its powerful Spiral Pierce... 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 Ignition Break 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 Phantom Thrust and loves casting Quagmire. Guyak Pudding (12710) solves the Quagmire problem, but Phantom Thrust can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's Phantom Thrust and Quagmire.
Strategy Zero Cell - Lux (WIP, currently not applicable)
Ring around the rosie, pocket full of posies, ashes, ashes, we all fall DOWN!This is actually a bug. The mobs are supposed to unleash their skills when they see you, not when they get close.
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Zero Cell parties at the moment, or if parties are full. This is based on my experience having entered the dungeon just once as of now, and will change over time.
1 - Get POWERFUL, HEAVILY-ENCHANTED END-GAME equips, preferably with the most important gears at +15, and have at least 80,000HP.
3 - If your DPS is just merely adequate to survive here, watch out for the Arch Bishop, because it looks like they're the only ones smart enough to cast Adoramus from a distance. The rest, including the Sorcerer for some reason, seem to use their skills only when they get up close and personal. Because of this, it may be possible to kite them and slowly finish them off. Find a big-enough space and get ready to play a long game of "Ring Around the Rosie" with extremely dangerous and deadly 3rd job mobs. Oh what fun it is to ride in the Zero Cell Carousel. OF DEATH!!!
This is a bug. They'll unleash a world of hurt when they see you.
The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
Double Bowling Bash will be shortened to DBB Mega Sonic Blow will be shortened to MSB
Stats and Traits
Stat
Amount
Notes
STR
100-120
Main stat. Increases ATK and carrying capacity.
AGI
60-80 (DBB) 90+ (all around or MSB)
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
1-60 (MSB) 60-100 (all-around or DBB)
Increases Hit rate and minimum damage.
LUK
60-80 (DBB) 120+ (MSB)
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 Galensis Card (300261) ) to get as much CRIT Rate as possible while waiting for level 275 to access the Super Novice chant (see Hidden Skills above).
Trait
Amount
Notes
POW
110
Primary trait. Max this for the highest possible damage.
STA
Optional
If more RES is needed and there are still some points to spare, grab a few points here.
WIS
Optional
If more MRES is needed and there are still some points to spare, grab a few points here.
SPL
0
Absolutely unnecessary, because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying.
CON
110 (DBB) 72-100 (MSB)
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
Optional (DBB) 72-110 (MSB)
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: Super Novice (45-99)
Skillset overview from level 45-99.
Skill
Level
Notes
Super Novice
Double Attack
10
Adds a chance to double attack while autoattacking. At level 10, add a 70% chance to double attack while increasing Hit by 10%. Critical hits can double attack too. If you run out of SP, at least you can still deal decent damage.
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a Sidewinder Card (4117) , enabling Double Attack on any weapon.
Bash
10
A simple physical skill that makes you bash enemies real hard. Has an accuracy bonus, making hits easier to land on high Flee targets. Sadly, because Super Novices can't learn Fatal Blow, it can never stun above level 5...
Magnum Break
10
A small fire-element physical explosion in a 5x5 area around you. Gain 20% Fire Property damage bonus for 10 seconds. This is the only Physical AoE (area of effect) skill you have.
Steal
5
Steal items from one target. Prerequisite for Hiding.
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.
Heal
3+
Mainly for self-healing purposes. It's better to use potions because SP is in limited supply.
Increase Agility
10
At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
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 666z (lulwut) per Holy Water bottle.
Blessing
10
Makes you hit harder and more accurately. Optional.
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.
Improve Concentration
10
At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
Your main source of DEX and AGI at higher levels. Max this.
Ruwach
1
Reveals and deals Holy Element magic damage to hidden enemies.
Teleport
1
Save the weight, money, inventory space, and grind for items that enable it!
Once you're an Expanded Super Novice (ESN), get Raid (Sightless Mind) (17 skill points) then reskill.
Skills: Expanded Super Novice (99-200)
Bash, Double Attack and Magnum Break are gone because Raid will be the new main damage skill.Raid is the main focus.
Skill
Level
Notes
Expanded Super Novice
Snatcher (Gank)
4
Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
Tunnel Drive (Stalk)
2
Moving while hiding makes escaping or positioning for a raid easier.
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.
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 backstabbed.
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 easier. Set Raid to TurboKeys and place Hiding right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
Impositio Manus
3-5
Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
Aspersio
1-5
Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
Enchant Poison
7-9
Endows a target's weapon with the Poison property. Good against Earth, Wind, Water, and Fire enemies or in maps with a lot of them.
Breakthrough
5
More HP, SP and received healing is always better. Max this.
Angel, Help me!
Optional
Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
Transcendence
5
More HP, SP and healing power is always welcome.
Once you're a Hyper Novice (HN), Max Double Bowling Bash (15 skill points) then reskill.
Skills: Hyper Novice - Melee
Skill
Level
Notes
Hyper Novice
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.
Double Bowling Bash
10
A powerful melee skill that deals damage in a 9x9 area around the target and knocks them back slightly. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage.
Mega Sonic Blow
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. Damage doubles when the enemy has below 50% HP.
Shield Chain Rush
9
A spammable ranged physical attack which hits enemies in a 9x9 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down.
Spiral Pierce Max
9
A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
Breaking Limit
1
Significantly increases the damage of all skills in the Physical tree.
Self Study Sorcery
5
Prerequisite for Overcoming Crisis.
Overcoming Crisis
5
Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK, and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate, but use it wisely - Physical Hyper Novices will have a harder time earning AP because none of the skills are ground-targeted or self-cast. Max this skill and leave the ranged skills at a decent level 9.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
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.
Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for 15 Elastic Band (7200) and 3 Blue Hair (1034) , or by spending 10 Eden Coin (25223) per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. They can be refined to +9 thanks to the Noblesses Refine Ticket (100128) at a price of 10 Token of Honor (6919)
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 Imperial Refine Ticket (100129) , at the cost of 10 Schwarzwald Token of Honor (25155) per piece, including the refine ticket.
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 Unknown Parts (25669) while the Grace Refine Ticket (100130) costs 20 Cor Core (25723) .
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.
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 Spiritual Auger (6396) .
An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
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.
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.
If the Patent Blessed Knife is too expensive, then this is a really good choice. Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords on top of -10 ASPD from equipping a shield, it is highly recommended to refine this to +7 for the 20% ASPD boost. Very good for any physical build, whether it is spamming Raid or autoattacking.
This patented and blessed knife makes life a lot easier by enabling the use of Level 10 Fatal Menace at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
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.
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 Purified Knight's Shield [1] (28946) . Obtaining it requires loving pets and showing it too.
Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
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.
An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
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.
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.
One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to infinity +11 and beyond.
Despite having no slots and losing the ability to use Fatal Menace, this is the best weapon in this level range, especially when fully enchanted. This has better size modifiers but a worse -17 ASPD penalty.
Despite having no slots and losing the ability to use Fatal Menace, this is the best weapon in this level range, especially when fully enchanted. This has worse size modifiers but a better -15 ASPD penalty.
If a Glacier Guard or Mad Bunny are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
The upgraded form of Cursed Knight's Shield [1] (28942) has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
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.
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 Blessed Knife-LT [2] (510072) . Try to aim for a +11 Grade C at least.
These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
Furious Equipment, jor_fild02 at (jor_back2 167, 232) from Angry Beetle
While leveling up, you may have gotten some nice looking "junk" like Evil Minded Ruby (1001075) and Blaze Stone (1001084) . You can save them and a bunch of cards to obtain this helmet. When paired with , you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
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.
An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
Furious Equipment, jor_fild02 at (jor_back2 167, 232) from Angry Beetle
While leveling up, you may have gotten some nice looking "junk" like Evil Minded Ruby (1001075) and Wood Block (1001077) . You can save them and a bunch of cards to obtain this weapon. When paired with Furious Crown (Hyper Novice) [1] (400675) , Double Bowling Bash gets FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for Double Bowling Bash builds.
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.
Easy to get and fully enchant - the rewards from 20 The Immortal are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are Glacier Flower Meow Power (Intelligence) (312095) , Glacier Flower Meow Power (Magical Resistance) (312093) , and Glacier Flower Meow Power (Defense) (312090) . Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
This CLOAK is adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the VCT boost. Currently can be purchased from player vendors at cheap prices.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
Furious Equipment, jor_fild02 at (jor_back2 167, 232) from Angry Beetle
While leveling up, you may have gotten some nice looking "junk" like Evil Minded Ruby (1001075) and Brightly Shining Crystal (1001087) . You can save them and a bunch of cards to obtain this footgear. Upgrade it to a +11 Grade C.
A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's highly recommended to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial Glacier Flower Meow Power (Fixed Casting) (312076) enchant, requiring 1M zeny, 20 Snowflower Gem (1000812) and 30 Sacred Cat Whiskers (1001217) . No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with Glacier Flower Meow Power (Fixed Casting) (312076) , preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
Best in slot headgear and can be enchanted. If you have less than 40% ACD, get ACD enchants. If you already have 40% or more ACD, get either Melee Physical Damage or CRIT DMG.
The 2nd best-in-slot armor for MSB will serve you well until all the stars align. Grants copious amounts of ATK, CRIT, and CRIT DMG, especially at higher grades and higher refines.
The 2nd best-in-slot armor for DBB will serve you well until all the stars align. Grants copious amounts of ATK and Melee Physical DMG, especially at higher grades and higher refines. Because you have access to the SN Chant that grants +50 CRIT, this may be a little better for MSB too, compared to the Corruption Poison Rune Cloth above.
One of the strongest weapons despite its -17 ASPD penalty. It can have two powerful enchants of your choosing, no RNG nonsense. At Grade A and paired with a Grade A Time Dimensions Rune Crown (Hyper Novice) [1] (400545) , it further increases Double Bowling Bash damage and FINALLY gives the Physical Hyper Novice an actual gap closer - Cross Impact. Though if you step on something incredibly sticky, like Spider Web (Fiber Lock), Cross Impact will fail.
An adorably cute, unfrighteningly spoopy, and totally harmless little mace tailor-made for Double Bowling Bash, greatly increasing its effectiveness. Unlike the Frontier combo for Mage HNs, this is a standalone. When using Breaking Limit, for 150 seconds, enables the use of Chasing Break and reduces the cooldown of Double Bowling Bash by 0.2 seconds. Finally, because it is a Mace, and a cute one at that, its -10 ASPD penalty is also cute compared to Daggers and One-Handed Swords (-15 and -17 respectively). ADORABLE!
Try getting a very scary and intimidating-looking +10 Encroached Mace [2] (590081) , preferably with Non-Crit Physical Damage modifiers and reform it, to something that is literally a cheap plastic pumpkin with a cheap paraffin candle inside nailed to a wooden handle that can be bought at a thrift store. How something so cheap and fragile-looking is actually indestructible and can easily eliminate angry homonculi with zero cells with the right hands is a mystery.
The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 for the big CRIT bonus.
The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of Elite Rgan Guardian Card (300465) 's bonuses. Recommended enchants are Glacier Flower Meow Power (Intelligence) (312095) , Glacier Flower Meow Power (Magical Resistance) (312093) , and Glacier Flower Meow Power (Defense) (312090) . Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
Boosts melee physical power at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you have more than enough CRIT and CRIT DMG, pick this one. Best for DBB builds.
Boosts physical power and CRIT at the cost of reduced HP. Enchanting it makes it SIGNIFICANTLY more powerful. If you need more CRIT and CRIT DMG, pick this one. Best for MSB builds.
The other best-in-slot accessory for DBB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with Circulation of Life Spring [1] (480349) .
The other best-in-slot accessory for MSB, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with Circulation of Life Winter [1] (480352) .
Hyper Novice 285+ (Future, currently unobtainable here)
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Shadow Equipment
Beginner Shadow Gear
Shadow Gear Set
@go eden, Lucy
Starter shadow set
Advanced Shadow Gear
Shadow Gear Set
@go eden, Lucy
Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 Eden Coin (25223) per week or 30 Eden Coin (25223) per piece, 80 Eden Coin (25223) for the class-specific weapon.
An improved version of the Master Shadow Set, tailored for Melee Hyper Novices. Enchant with the spell of your choosing and POW .
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:
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
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 Cart Boost, basically a free Guyak Pudding (12710) but can be removed with skills like Quagmire and Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate Cart Boost for a big speed boost, then switch back to your default headgear.
Increases EXP gained and drop rate by 5%. Enables the use of Level 1 Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
Enables use of level 1 Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of Heal and potions.
I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! Greed!!11111!
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.
Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really kuripot stingy with zeny and refuse to buy SP-recovering stuff, like me.
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.
Significantly increases Melee Damage when paired with Yoster Fixer Card (300515) but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you can find a way to increase CRIT rate, it's the best for MSB.
Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with Encroached Ex-Rover Card (300644) for even more damage.
Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with Bloody Slasher Card (300661) and Toxit Card (300659) . With the full combo, it deals about 10% more damage vs. the Encroached Dimik Card (300646) + Encroached Ex-Rover Card (300644) combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 Overcoming Crisis)
A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a Infinity Shadow Weapon (24386) .
One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with Bloody Slasher Card (300661) to add a damage modifier to Normal monsters.
One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with Toxit Card (300659) to add a damage modifier to Boss monsters.
The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
Best paired with White Knight Card (4608) . Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
Significantly increases Melee Physical Damage, especially when paired with Yoscopus Guardian Card (300524) but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you find ways to further increase your CRIT rate, this is the best for MSB.
Greatly raises Melee Physical Damage and pairs with Encroached Dimik Card (300646) to provide even more damage and some survivability on the side as well.
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.
A two-way tie for the best-in-slot footgear card for MSB, providing almost identical damage to Piloted Midrange Rgan Card (300380) , dealing either 0.5% more or less damage at +12.
The best Costume Stone combo. Boosts both DBB and MSB damage. However, Super Novice Stone II (Mid) (1002282) by itself boosts Magic Element Damage. It can be replaced by Super Novice Stone (Mid) (1001328) if you focus on DBB - exchange 10% MSB damage for 10% Melee Physical Damage.
Kiel-D-01 Egg (9126) : ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
Tips and Tricks
Strategy (WIP)
The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
Super Novice:
You can focus on hard-hitting skills like Bash and Mammonite, or deal sustained damage over time with Double Attack. Both can be amplified with Provoke and Magnum Break.
Like in the Mage build above, Safety Wall will still be your wall of safety in dangerous situations if you wish to have it, but it will cost a lot of skill points.
Go for a more or less even spread of STR, AGI and DEX, with AGI and DEX being a little higher for increased survivability and actually landing hits. Add some INT to the side for SP Recovery and better Heals. Put remaining points into VIT or LUK, whichever is preferable.
Watch your surroundings and always be ready to move out of harm's way. Archer-type monsters will can snipe from a distance and will often land hits, while mage-types like Evil Druid can cast a spell out of nowhere, and it can be potentially fatal.
When in a party... I have writer's block.
Ex. Super Novice
When soloing, I get writer's block!
In a party setting, I also get writer's block!
Hyper Novice
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.
For more info on Ranged Build Hyper Novices, please consult Master Gao if he's online.
The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
Shield Chain Rush will be shortened to SCR Spiral Pierce Max will be shortened to SPM
For maximum spamming power, reduce VCT and FCT to 0, have at least 30% ACD reduction and 175+ ASPD.
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
120
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
Increases Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage. Try to get 100 total LUK for full immunity against Curse.
Trait
Amount
Notes
POW
110
Primary trait. Max this for the highest possible damage.
STA
0-72
If more RES is needed and there are still some points to spare, grab a few points here.
WIS
0-72
If more MRES is needed and there are still some points to spare, grab a few points here.
SPL
0
Absolutely unnecessary, because screaming out "Shield Chain Rush !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying.
CON
110
Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee.
CRT
0 or 72
Not needed because SCR and SPM don't CRIT. But if you want extra Heal power, some CRT isn't too bad I guess...
Skills
Skills: Super Novice (45-99)
Skillset overview from level 45-99.
Skill
Level
Notes
Super Novice
Double Attack
10
Adds a chance to double attack while autoattacking. At level 10, add a 70% chance to double attack while increasing Hit by 10%. Critical hits can double attack too. If you run out of SP, at least you can still deal decent damage.
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a Sidewinder Card (4117) , enabling Double Attack on any weapon.
Bash
10
A simple physical skill that makes you bash enemies real hard. Has an accuracy bonus, making hits easier to land on high Flee targets. Sadly, because Super Novices can't learn Fatal Blow, it can never stun above level 5...
Magnum Break
10
A small fire-element physical explosion in a 5x5 area around you. Gain 20% Fire Property damage bonus for 10 seconds. This is the only Physical AoE (area of effect) skill you have.
Steal
5
Steal items from one target. Prerequisite for Hiding.
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.
Heal
3+
Mainly for self-healing purposes. It's better to use potions because SP is in limited supply.
Increase Agility
10
At level 10, +12 AGI and +25% movement speed for 240 seconds (4 minutes).
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
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 666z (lulwut) per Holy Water bottle.
Blessing
10
Makes you hit harder and more accurately. Optional.
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.
Improve Concentration
10
At level 10, it increases DEX and AGI by 12% for 240 seconds (4 minutes).
Your main source of DEX and AGI at higher levels. Max this.
Ruwach
1
Reveals and deals Holy Element magic damage to hidden enemies.
Teleport
1
Save the weight, money, inventory space, and grind for items that enable it!
Once you're an Expanded Super Novice (ESN), get Raid (Sightless Mind) (17 skill points) then reskill.
Skills: Expanded Super Novice (99-200)
Bash, Double Attack and Magnum Break are gone because Raid will be the new main damage skill.Raid is the main focus.
Skill
Level
Notes
Expanded Super Novice
Snatcher (Gank)
4
Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
Tunnel Drive (Stalk)
2
Moving while hiding makes escaping or positioning for a raid easier.
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.
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 backstabbed.
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 easier. Set Raid to TurboKeys and place Hiding right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
Impositio Manus
3-5
Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
Aspersio
1-5
Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
Enchant Poison
7-9
Endows a target's weapon with the Poison property. Good against Earth, Wind, Water, and Fire enemies or in maps with a lot of them.
Breakthrough
5
More HP, SP and received healing is always better. Max this.
Angel, Help me!
Optional
Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
Transcendence
5
More HP, SP and healing power is always welcome.
Once you're a Hyper Novice (HN), Max Shield Chain Rush (15 skill points) then reskill.
Skills: Hyper Novice - Ranged
Skill
Level
Notes
Hyper Novice
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.
Double Bowling Bash
9
A powerful melee skill that deals damage in a 9x9 area around the target and knocks them back slightly. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage.
Mega Sonic Blow
9
A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Damage doubles when the enemy has below 50% HP.
Shield Chain Rush
10
A spammable ranged physical attack which hits enemies in a 9x9 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down.
Spiral Pierce Max
10
A spammable single-target ranged attack with the ability to immobilize for 2 seconds. The larger the enemy, the less damage dealt.
Breaking Limit
1
Significantly increases the damage of all skills in the Physical tree.
Self Study Sorcery
5
Prerequisite for Overcoming Crisis.
Overcoming Crisis
5
Overcoming Crisis is a super-duper skill that temporarily increases Max HP, PATK, and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate, but use it wisely - Physical Hyper Novices will have a harder time earning AP because none of the skills are ground-targeted or self-cast. Max this skill and leave the melee skills at a decent level 9.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find Paradise Equipment and talk to Lothaire to get the set FOR FREE. It will serve you well until around level 100, when you'll get a better version. There are other options below, but this is one of, if not the best equipment to use from level 10-100.
One of the best shields the Super Novice could ever have. Gives 20% resistance to all elements except Neutral. It can still be very useful in some late to end-game situations. It's sold by an NPC and it costs just 5000 zeny. IT'S SO CHEAP YET IT'S SO EFFECTIVE!!! To find out the NPC selling an item, type @wn <itemid or item name>, e.g. @wn 2113.
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.
Upon reaching Base Level 100, go back to where you got the Paradise Set. Talk to Louis to get the Advanced Paradise Set in exchange for 15 Elastic Band (7200) and 3 Blue Hair (1034) , or by spending 10 Eden Coin (25223) per piece. To know what monster drops the items, type @wd <item name or id>, e.g. @wd 7200. To know where the monster is located, type @wi <monster name or id>, e.g. @wi Wootan Shooter. wd is short for whodrops, wi is short for whereis.
Good until level 125. It is highly recommended to complete the 16.1 Banquet for Heroes quest chain to get this over the other armors. They can be refined to +9 thanks to the Noblesses Refine Ticket (100128) at a price of 10 Token of Honor (6919)
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 Imperial Refine Ticket (100129) , at the cost of 10 Schwarzwald Token of Honor (25155) per piece, including the refine ticket.
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 Unknown Parts (25669) while the Grace Refine Ticket (100130) costs 20 Cor Core (25723) .
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.
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 Spiritual Auger (6396) .
An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in AATK (+100), even more AATK at higher refines and can be enchanted.
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.
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.
If the Patent Blessed Knife is too expensive, then this is a really good choice. Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords on top of -10 ASPD from equipping a shield, it is highly recommended to refine this to +7 for the 20% ASPD boost. Very good for any physical build, whether it is spamming Raid or autoattacking.
This patented and blessed knife makes life a lot easier by enabling the use of Level 10 Fatal Menace at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range.
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.
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 Purified Knight's Shield [1] (28946) . Obtaining it requires loving pets and showing it too.
Increases ASPD and adds Perfect Hit. Try to refine this to +10 - +11. Enchant with HP/SP Absorb for increased survival or Rune of Strength for more... strength.
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.
An improved version of the Automatic Armor, it gives a large increase in AATK (+130), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines.
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.
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.
One of, if not the best weapons for Physical Build Hyper Novices, ranged or melee. An indestructible sword (not applicable to refining) that grows stronger the more it is refined while having an awesome quirk - it has 3 card slots instead of the usual 2. Refine this weapon to infinity +11 and beyond.
Despite having no slots and losing the ability to use Fatal Menace, this is the best weapon in this level range, especially when fully enchanted. This has better size modifiers but a worse -17 ASPD penalty.
Despite having no slots and losing the ability to use Fatal Menace, this is the best weapon in this level range, especially when fully enchanted. This has worse size modifiers but a better -15 ASPD penalty.
If a Glacier Guard or Mad Bunny are still out of reach, then this cheap and cutesy shield will still serve you well, thanks to its 20% resistance to all elements except Neutral.
The upgraded form of Cursed Knight's Shield [1] (28942) has better stats and enchants. Try to get enchants that ignore MDEF. Again, to obtain this, you must LOVE PETS AND SHOW IT TOO!!!
A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sunglasses and Victory Wing Ears.
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 Blessed Knife-LT [2] (510072) . Try to aim for a +11 Grade C at least.
These two are almost virtually identical to each other. Both give additional ATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction.
These two are almost virtually identical to each other. Both give additional ATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction.
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.
An armor that gives decent power, adequate enough for the late-game, but lacking in the end-game. Try getting a +10 for the DEF+100 bonus. Currently can be purchased from player vendors at cheap prices.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
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.
Easy to get and fully enchant - the rewards from 20 The Immortal are enough to obtain one and fully enchant it. Upgrade to Grade C and refine it to +10. Recommended enchants are Glacier Flower Meow Power (Intelligence) (312095) , Glacier Flower Meow Power (Magical Resistance) (312093) , and Glacier Flower Meow Power (Defense) (312090) . Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
This CLOAK is adequate enough for the late-game but lacking in the end-game. Try obtaining a +10 for the VCT boost. Currently can be purchased from player vendors at cheap prices.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's highly recommended to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial Glacier Flower Meow Power (Fixed Casting) (312076) enchant, requiring 1M zeny, 20 Snowflower Gem (1000812) and 30 Sacred Cat Whiskers (1001217) . No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with Glacier Flower Meow Power (Fixed Casting) (312076) , preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
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 Blacksmith's Blessing (6635) to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices.
Best in slot headgear and can be enchanted. If you have less than 40% ACD, get ACD enchants. If you already have 40% or more ACD, get Ranged Physical Damage.
The 2nd best-in-slot armor for will serve you well until all the stars align. Grants copious amounts of ATK and Ranged damage especially at higher grades and higher refines.
Final enchant is Star Cluster of Concentration Lv.3 (310682) . The best-in-slot armor, especially if all the stars align. But once you obtain the following:
There are no other weapons that are as strong as this one sadly, so you'll be forced to use this for quite some time. Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two Glacier Flower Spell (Shield Chain Rush) (311337) for SCR, two Glacier Flower Spell (Spiral Pierce Max) (311338) for SPM, or one of each for balance. This has better size modifiers but a worse -17 ASPD penalty.
There are no other weapons that are as strong as this one sadly, so you'll be forced to use this for quite some time. Has just one slot but can be enchanted thrice. The first two enchants will depend on your focus - either two Glacier Flower Spell (Shield Chain Rush) (311337) for SCR, two Glacier Flower Spell (Spiral Pierce Max) (311338) for SPM, or one of each for balance. This has worse size modifiers but a better -15 ASPD penalty.
The more offensive-oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 for the big CRIT bonus.
The more defensive-oriented shield. Upgrade it to Grade C and refine it to +11 to take advantage of Elite Rgan Guardian Card (300465) 's bonuses. Recommended enchants are Glacier Flower Meow Power (Intelligence) (312095) , Glacier Flower Meow Power (Magical Resistance) (312093) , and Glacier Flower Meow Power (Defense) (312090) . Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF. Having over 100 Hard MDEF means complete immunity to a myriad of bad status effects, like getting Stoned, Frozen, and more!
The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with Circulation of Life Summer [1] (480350) .
Hyper Novice 285+ (Future, currently unobtainable here)
/wah
Equipment
Nothing yet...
No new equipment for Ranged Hyper Novice yet. Sadge... T_T
Shadow Equipment
Beginner Shadow Gear
Shadow Gear Set
@go eden, Lucy
Starter shadow set
Advanced Shadow Gear
Shadow Gear Set
@go eden, Lucy
Provides 50% DEF and MDEF pierce. Advanced Shadow Gear that's good until the mid-late game. Requires Base Level 100. Can be rented for 20 Eden Coin (25223) per week or 30 Eden Coin (25223) per piece, 80 Eden Coin (25223) for the class-specific weapon.
An improved version of the Master Shadow Set, tailored for Ranged Hyper Novices. Enchant with the spell of your choosing and POW .
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:
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
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 Cart Boost, basically a free Guyak Pudding (12710) but can be removed with skills like Quagmire and Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate Cart Boost for a big speed boost, then switch back to your default headgear.
Increases EXP gained and drop rate by 5%. Enables the use of Level 1 Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
Enables use of level 1 Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of Heal and potions.
I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! Greed!!11111!
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.
Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really kuripot stingy with zeny and refuse to buy SP-recovering stuff, like me.
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.
Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with Encroached Ex-Rover Card (300644) for even more damage.
Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with Bloody Slasher Card (300661) and Toxit Card (300659) . With the full combo, it deals about 10% more damage vs. the Encroached Dimik Card (300646) + Encroached Ex-Rover Card (300644) combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 Overcoming Crisis)
A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a Infinity Shadow Weapon (24386) .
One of the best cards for Ranged Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with Bloody Slasher Card (300661) to add a damage modifier to Normal monsters.
One of the best cards for Ranged Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with Toxit Card (300659) to add a damage modifier to Boss monsters.
The cheap, inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
Best paired with White Knight Card (4608) . Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
Greatly raises Ranged Physical Damage and pairs with Encroached Dimik Card (300646) to provide even more damage and some survivability on the side as well.
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.
Abysmal Knight Egg (9132) : ATK+4%, PATK+1, 5% Physical Damage against Bosses when loyal.
Tips and Tricks
Strategy (WIP)
The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
Super Novice:
You can focus on hard-hitting skills like Bash and Mammonite, or deal sustained damage over time with Double Attack. Both can be amplified with Provoke and Magnum Break.
Like in the Mage build above, Safety Wall will still be your wall of safety in dangerous situations if you wish to have it, but it will cost a lot of skill points.
Go for a more or less even spread of STR, AGI and DEX, with AGI and DEX being a little higher for increased survivability and actually landing hits. Add some INT to the side for SP Recovery and better Heals. Put remaining points into VIT or LUK, whichever is preferable.
Watch your surroundings and always be ready to move out of harm's way. Archer-type monsters will can snipe from a distance and will often land hits, while mage-types like Evil Druid can cast a spell out of nowhere, and it can be potentially fatal.
When in a party... I have writer's block.
Ex. Super Novice
When soloing, I get writer's block!
In a party setting, I also get writer's block!
Hyper Novice
WORK IN PROGRESS!!! Shielding, throwing, never for defending. Hard head, bowling ball, striking not sparing. Sonically blowing, spiral piercing, stops the mega fighting.
Hybrid (Experimental Alice Hard tentacle farmer, meme in progress)
A really brave and foolish Hyper Novice attempts Alice Hard. This build is so meme omg ahahahahahahaha!Equipment swapping (ALT+D) made this possible. Notice the Physical equipment is significantly weaker compared to the Magical one. Adjusting stats somewhat compensates for this. The stats not shown in the screenshot are: 112 STR, 102 AGI, 100 VIT, 100 INT, 100 DEX, 100 LUK, 110 POW, 0 STA WIS SPL, 110 CON, 72 CRT. Pet used is Succubus for HP leech. There is 0 SPL because the magic equipment is way more than enough to clear the Spades.
(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg...
Stats and Traits
Stat
Amount
Notes
STR
100+ or 120
Depending on which gears are less powerful, adjust STR or INT accordingly.
AGI
80+
Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep.
VIT
80+
Increases Max HP while reducing the chances of getting inflicted by Poison.
INT
100+ or 120
Depending on which gears are less powerful, adjust STR or INT accordingly.
DEX
100+ or 1-9
DEX is needed for Hit, while also raising a bit of ATK and MATK. If you have 100% VCT reduction, leave this below 10.
LUK
80+
Get at least 100 Total LUK for immunity against Curse. Raise it further if more CRIT is needed for Mega Sonic Blow.
Trait
Amount
Notes
POW
0-110
Adjust POW or SPL accordingly depending on which gears are less powerful.
STA
0
No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or skills like Autoguard.
WIS
0
No STA or WIS will be used for this build. There are ways to compensate reduced RES and MRES, such as increased healing or MDEF.
SPL
0-110
Adjust POW or SPL accordingly depending on which gears are less powerful.
CON
50-110
Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate.
CRT
50-80
Adjust CON or CRT accordingly. More CRT means more C.Rate and healing, but less Flee and damage if not using Mega Sonic Blow
Skills
Skills: Super Novice
Skill
Level
Notes
Super Novice
Fire Bolt
4
Prerequisite for Fireball.
Fire Ball
6-10
Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game.
Sight
1
Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
Cold Bolt
5
Prerequisite for Frost Diver.
Frost Diver
1
Prerequisite for Storm Gust.
Lightning Bolt
4
Prerequisite for Thunderstorm and Jupitel Thunder.
Thunder Storm
1
Prerequisite for Lord of Vermillion.
Napalm Beat
1
Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
Stone Curse
1
Prerequisite for Earth Spike.
Increase SP Recovery
5-10
Compensates for the Super Novice's very low SP pool.
Heal
3-10
Mainly for self-healing. Also helpful in healing teammates.
Increase Agility
10
The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
Divine Protection
5
Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
Blessing
10
Grants STR, INT and DEX bonuses. Very useful buff.
Ruwach
1
Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
Teleport
1
Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
Safety Wall
Optional
Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
Owl's Eye
3
Prerequisite for Vulture's Eye.
Vulture's Eye
1
Prerequisite for Attention Concentrate.
Improve Concentration
10
Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
Sightrasher
2
Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
Meteor Storm
10
Bombards an area with meteors, dealing Fire Element damage.
Storm Gust
1 or 10
Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired.
Notice: The skill has a tendency to push enemies to the upper right at the default orientation.
Jupitel Thunder
5-10
An improved version of Lightning Bolt with an added knockback and removed cooldown.
Lord of Vermilion
10
This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
Earth Spike
3
Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
Heaven's Drive
1-5
Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
Quagmire
5
Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
Impositio Manus
Optional
Provides additional Weapon ATK and MATK to you and the whole party.
Magnificat
5
Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
Faith
Optional
Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
Auto Guard
Optional
If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
Angel, Help me!
1
Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
Breakthrough
Optional
Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
Transcendence
5
Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova)
There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
Skill
Level
Notes
Super Novice
Increase SP Recovery
10
Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
Heal
10
Mainly for self-healing. Also helpful in healing teammates.
Increase Agility
10
The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
Divine Protection
5
Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
Blessing
10
Grants STR, INT and DEX bonuses. Very useful buff.
Ruwach
1
Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
Teleport
1
Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
Safety Wall
Optional
Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
Owl's Eye
10
Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
Vulture's Eye
1
Prerequisite for Attention Concentrate.
Improve Concentration
10
Your main source of DEX and AGI. Max this one for reduced cast times.
Expanded Super Novice
Impositio Manus
Optional
Provides additional ATK and MATK to you and the whole party.
Magnificat
Optional
Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
Faith
Optional
Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
Auto Guard
Optional
If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
Angel, Help me!
1
Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
Breakthrough
5
Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
Transcendence
5
Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
Repair Weapon
1
Requires level 1 Hilt Binding and level 1 Weaponry Research
Repairs weapons AND ARMORS. Bring a few Steel and Rough Oridecon just in case so you don't have to go back to your save point or ask a Meister for repairs. Quality of life! Sad that it doesn't repair equipment broken by refining though.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
Skill
Level
Notes
Hyper Novice
Faith
7 or 9
Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
Meteor Storm Buster
5 or 8
The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.
Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second
Skill cooldown: 2 seconds
Very short Aftercast Delay
Jack Frost Nova
10
A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.
An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.
Fixed Cast Time: 1 second
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Short-ish Aftercast Delay
Ground Gravitation
7
An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down.
Fixed Cast Time: 1.5 seconds
Skill cooldown: 5 seconds
Significant Aftercast Delay! Be careful when using this skill!
Napalm Vulcan Strike
5
A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
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.
'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.
Starter Armor, though it's a little expensive at 89,000 zeny. Definitely better than rags that came from the dump (Tattered Novice Ninja Suit (2352) ).
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.
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 Eden Coin (25223) per piece.
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 Noblesses Refine Ticket (100128) at a price of 10 Token of Honor (6919)
3 Eden Coin (25223) per piece. Obtained by completing the account-wide Eden Academy quest chain.
Good until level 150. An upgraded version of the Noblesse set, this costs triple the price but it introduces the player to enchanting. Like the Noblesse set, they can be easily refined to +9 thanks to the Imperial Refine Ticket (100129) , for the low cost of just 3 Eden Coin (25223) !
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 Unknown Parts (25669) while the Grace Refine Ticket (100130) costs 20 Cor Core (25723) .
Go back to where you got the Paradise Set and pay Labraham 10 Eden Coin (25223) . Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware of the After Cast Delay that happens each time the skill is autocast.
When 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!
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.
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 Labyrinth Refinement Box (100423) , which will refine them at +7 - 10 at random.
Gives a good amount of MATK and can be very easily refined to +9 and above, thanks to [9] (35551) , obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor.
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 Spiritual Auger (6396) .
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. [10] (39540) and two [11] (39535) are recommended.
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.
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 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.
Early-mid game rod that gives a lot of bonuses, especially when paired with an Illusion Morpheus's Hood [1] (19428) . For this level range, refine both to at least a +7.
To easily get to +7, refine it to +4, obtain or buy Twins Refinement Box (100699) and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
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.
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.
One of the best accessories for this build. Grants MATK +5%. [18] (39545) and Modification Module (Spell) (25680) or Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
One of the best accessories for this build. Grants MATK +5%. [20] (39546) and Modification Module (Spell) (25680) or Modification Module (Attack Speed) (25681) are recommended. Get Spell for increased magic power. Get ASPD for better spell spamming, provided Variable Cast Time and After Cast Delay are kept to a minimum.
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 Illusion Thorny Staff of Darkness [2] (550030) (or Illusion TSOD for short) but it requires Template:Skill Info to use.
For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with Master Archer Lv10 (29100) or Adamantine Lv1 (29101)
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 [24] (35160) for 3 [25] (32417) a piece, because it will refine them to +7 - 10 at random.
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 [26] (35551) , obtained by purchasing it from the Master of Coin at the Main Office's 2nd floor. Pair it with the full set to experience the full power.
Requires a non-slotted Deep Blue Sunglasses (410079) and Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Requires a non-slotted Template:Item List and Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
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.
A powerful rod that gives A LOT of bonuses, especially when paired with an Illusion Morpheus's Hood [1] (19428) . It can be enchanted by using Fantasy Resonance Stone at Dawn (100004) There is the downside and hassle of requiring Template:Skill Info from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
A strong rod that gives After-Cast Delay reduction at +11, becoming even stronger with enchants. Try to get the MATK +15% enchant. The Paradise Super Novice Wand you get for FREE deals almost the same damage as this at +15. However, it does have its advantages. The Paradise SN Wand has no slots while this has 2, and it doesn't require Super Novice Soul Link to use, unlike the Welding Wand and Illusion Thorn Staff of Darkness.
A non-slotted wand that can be enchanted four times, making it a decently powerful weapon until the dimmer but more powerful Dim Glacier Wand [1] (550089) is obtained.
An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives.
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 Patent Freedom Stick [2] (550081) . Try to refine this to +11, then use the Weapon Reform (Intermediate) (100747) to turn it to a +10 Hero Boots-LT.
Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to reduce Variable Casting Time.
Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to further pierce MDEF.
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.
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.
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 Cast Stone (Garment) (25067) , Minor Casting Stone (Garment) (25170) and Minor Casting Stone (Dual) (1000521) for something better.
Requires a non-slotted Deep Blue Sunglasses (410079) and Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Requires a non-slotted Victory Wing Ears (400001) and Spiritual Auger (6396) to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
Requires a non-slotted Battle Processor (410016) and Spiritual Auger (6396) to slot. The most offensive-oriented of the three mid headgears. Try to get MATK or elemental magic bonuses.
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.
The current final form of the Freedom Stick is this Level 5 beast. Enables use of Level 5 Template:Skill Info at +7 and while it is focused on boosting Earth and Neutral element damage, pairing it with the Hero Boots-LT plus the added S.MATK at higher refines and grades makes it really good even for spells that aren't Earth and Neutral. A good upgrade over the Illusion Thorn Staff of Darkness at high refines and good enchants. Aim for at least a +11 Grade C and best paired with Hero Boots-LT [1] (470094)
If Jack Frost Nova and Meteor Storm Buster are your main skills, then this rod is very good at boosting their damage, especially at higher refines and grades.
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 Blacksmith's Blessing (6635) to refine.
An upgrade of the Cursed Knight's Shield, this purely fantastic shield provides many bonuses, especially at higher refines. The enchants are better too. Try to get the enchant that ignores the MDEF of Boss Monsters.
A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get Master Archer Lv10 (29100) or Adamantine Lv1 (29101) .
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.
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 Freedom Stick-LT [2] (550082) . Try to aim for a +11 Grade C at least.
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.
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.
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.
Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Template:Skill Info to further pierce MDEF.
The centerpiece of the Super Magic Shadow Set and the next upgrade to the Super Novice Shadow Shield. Combining the Super Novice Shadow Weapon (24282) (with level 10 Template:Skill Info of course) and this shield results in A LOT of MDEF pierce. 40% Racial MDEF pierce from this, 30% Normal MDEF pierce from the Gauntlet if Template:Skill Info is level 10, and an extra 3% Normal MDEF pierce per refine rate of the Gauntlet. To get Boss MDEF pierce though, you need to enchant a Purified Knight's Shield [1] (28946) with the "Ignore MDEF of Boss Monsters" enchant.
Unlike what the description says, it DOES NOT need the Super Magic Shadow Cape and Boots below to get the elemental damage bonuses, just the required refine level. Additionally, while the description in-game says that it ignores Physical Defense, it actually ignores Magic Defense. Finally, the MDEF pierce comes from this shield, the Super Novice Shadow Gauntlet and their refine levels, EXCLUDING the other two items below. Type @battlestats or @bs to confirm.
Quality of Life Equipment
At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
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 Cart Boost, basically a free Guyak Pudding (12710) but can be removed with skills like Quagmire and Decrease Agility. Still a huge quality of life upgrade. Just switch to this headgear, activate Cart Boost for a big speed boost, then switch back to your default headgear.
Increases EXP gained and drop rate by 5%. Enables the use of Level 1 Resurrection. Save tens of thousands of zeny while rescuing your loved ones from a terrible fate, while also preserving the environment by preventing the overharvesting of Yggdrasil Leaf (610) , all while experiencing things slightly faster and getting a tiny bit more stuff at the same time!
Enables use of level 1 Shield Spell, restoring 3% of Max HP every 3 seconds for 90 seconds, for a total of 90% Max HP in 90 seconds. Increases survivability and slightly reduces the use of Heal and potions.
I'LL BEGIN BY ACTIVATING MY POT BACKPACK OF Greed!!! THIS LETS ME DRAW AT LEAST 2 ITEMS LITTERED ON THE GROUND AND ADD THEM TO MY INVENTORY!!! BUT I'M NOT DONE YET!!! BY SENDING MY BACKPACK OF Greed BACK TO MY INVENTORY, IT WILL ALLOW ME TO RE-USE THE GARMENT I HAVE PREVIOUSLY EQUIPPED, THUS ENDING MY TURN!!! Greed!!11111!
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.
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%.
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 Friedrich S. Heine Card (300424) card.
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+.
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.
Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card.
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.
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.
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.
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.
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.
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.
Currently the best in slot garment card. Best paired with the armor card Meyer Lugenburg Card (300308) for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
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.
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.
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.
Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
Gloom Under Night Egg (9122) : MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
Tips and Tricks
Strategy (WIP)
How to solo Alice Hard hmmmm... Need at least 5B DPS due to some MVPs having autorecovery, which means THREE different kinds of gears. That's on top of the Fenrir-like AOEs like Earth Strain and Comet... Plants do EQ, worms powerup... Equipment switch... Hmmmmmm..... Info obtained from Mew's Alice Hard run... Ranged DPS is going to be a problem due to it being weaker than Melee and Magic... Hmm......