Rakugaki's PvM Hyper Novice: Difference between revisions
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! style=" width: 80% " | Notes | ! style=" width: 80% " | Notes | ||
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|{{ | |{{#item:4468}} | ||
{{ | {{#item:4458}} | ||
|Headgear | |Headgear | ||
|Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD. | |Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD. | ||
|- | |- | ||
|{{ | |{{#item:30150}} | ||
|Headgear | |Headgear | ||
|One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate. | |One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate. | ||
|- | |- | ||
|{{ | |{{#item:40015}} | ||
|Headgear | |Headgear | ||
|Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear. | |Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear. | ||
|- | |- | ||
|{{ | |{{#item:27328}} | ||
|Headgear | |Headgear | ||
|Early-game card dropped by all [[Bios Island]] non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card. | |Early-game card dropped by all [[Bios Island]] non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card. | ||
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When equipped with Magalodon Card, Def + 100. | When equipped with Magalodon Card, Def + 100. | ||
|- | |- | ||
|{{ | |{{#item:27288}} | ||
|Armor | |Armor | ||
|Early-mid game card. Increases Hit and ATK. | |Early-mid game card. Increases Hit and ATK. | ||
|- | |- | ||
|{{ | |{{#item:4393}} | ||
|Armor | |Armor | ||
|Every 18 Base STR = +1 INT. When paired with {{Card |id=300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR. | |Every 18 Base STR = +1 INT. When paired with {{Card |id=300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR. | ||
|- | |- | ||
|{{ | |{{#item:4392}} | ||
|Armor | |Armor | ||
|Every 18 Base VIT = +1 DEX. When paired with {{Card |id=300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX. | |Every 18 Base VIT = +1 DEX. When paired with {{Card |id=300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX. | ||
|- | |- | ||
|{{ | |{{#item:300310}} | ||
|Armor | |Armor | ||
|Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with {{Card |id=300422 Is the Catherine Gaebolg card implemented?}} for melee builds or {{Card |id=300426 Crux Findel}} for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption. | |Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with {{Card |id=300422 Is the Catherine Gaebolg card implemented?}} for melee builds or {{Card |id=300426 Crux Findel}} for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption. | ||
|- | |- | ||
|{{ | |{{#item:4082}} | ||
|Weapon | |Weapon | ||
|ATK +5 and increases damage to Small monsters by 15%. When combined with the '''Corrupt Life Card''', damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative. | |ATK +5 and increases damage to Small monsters by 15%. When combined with the '''Corrupt Life Card''', damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative. | ||
|- | |- | ||
|{{ | |{{#item:4117}} | ||
|Weapon | |Weapon | ||
|Enables Double Attack when using non-dagger weapons, scaling by the level learned. | |Enables Double Attack when using non-dagger weapons, scaling by the level learned. | ||
|- | |- | ||
|{{ | |{{#item:4115}} | ||
|Weapon | |Weapon | ||
|Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt. | |Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt. | ||
|- | |- | ||
|{{ | |{{#item:31024}} | ||
|Weapon | |Weapon | ||
|Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG. | |Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG. | ||
|- | |- | ||
|{{ | |{{#item:27339}} | ||
|Weapon | |Weapon | ||
|This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards. | |This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards. | ||
|- | |- | ||
|{{ | |{{#item:300231}} | ||
|Weapon | |Weapon | ||
|This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. '''Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?''' | |This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. '''Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?''' | ||
|- | |- | ||
|{{ | |{{#item:300420}} | ||
|Weapon | |Weapon | ||
|This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. | |This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. | ||
|- | |- | ||
|{{ | |{{#item:4608}} | ||
|Weapon | |Weapon | ||
|Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters. | |Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters. | ||
|- | |- | ||
|{{ | |{{#item:300263}} | ||
|Weapon | |Weapon | ||
|When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined. | |When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined. | ||
|- | |- | ||
|{{ | |{{#item:4609}} | ||
|Shield | |Shield | ||
|Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small. | |Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small. | ||
|- | |- | ||
|{{ | |{{#item:300240}} | ||
|Shield | |Shield | ||
|A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters. | |A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters. | ||
|- | |- | ||
|{{ | |{{#item:4413}} | ||
|Shield | |Shield | ||
|A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | |A good all-around damage reducing card. Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | ||
|- | |- | ||
|{{ | |{{#item:4588}} | ||
|Garment | |Garment | ||
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK. | |Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK. | ||
|- | |- | ||
|{{ | |{{#item:27176}} | ||
|Garment | |Garment | ||
|Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD. | |Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD. | ||
|- | |- | ||
|{{ | |{{#item:300271}} | ||
|Garment | |Garment | ||
|One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{Card |id=4393 Mistress of Shelter}} and every 40 Base STR. | |One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{Card |id=4393 Mistress of Shelter}} and every 40 Base STR. | ||
|- | |- | ||
|{{ | |{{#item:300270}} | ||
|Garment | |Garment | ||
|One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{Card |id=4393 Mistress of Shelter}} and every 40 Base DEX. | |One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{Card |id=4393 Mistress of Shelter}} and every 40 Base DEX. | ||
|- | |- | ||
|{{ | |{{#item:300422}} | ||
|Garment | |Garment | ||
|If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card {{Card |id=300310 Helmut Lugenburg}} for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance. | |If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card {{Card |id=300310 Helmut Lugenburg}} for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance. | ||
|- | |- | ||
|{{ | |{{#item:300426}} | ||
|Garment | |Garment | ||
|If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card {{Card |id=300310 Helmut Lugenburg}} for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance. | |If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card {{Card |id=300310 Helmut Lugenburg}} for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance. | ||
|- | |- | ||
|{{ | |{{#item:27249}} | ||
|Footgear | |Footgear | ||
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]]. | |Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{ | |{{#item:27251}} | ||
|Footgear | |Footgear | ||
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]]. | |Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{ | |{{#item:27252}} | ||
|Footgear | |Footgear | ||
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]]. | |Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{ | |{{#item:27258}} | ||
|Footgear | |Footgear | ||
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]]. | |ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{ | |{{#item:27256}} | ||
|Footgear | |Footgear | ||
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds. | |ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds. | ||
|- | |- | ||
|{{ | |{{#item:30144}} | ||
|Footgear | |Footgear | ||
|ATK +4 every 15 Base STR. When combined with {{ | |ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%. | ||
|- | |- | ||
|{{ | |{{#item:27183}} | ||
|Accessory | |Accessory | ||
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%). | |ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%). | ||
|- | |- | ||
|{{ | |{{#item:300108}} | ||
|Accessory | |Accessory | ||
|Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{ | |Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{#item:27172}} and {{#item:300097}} cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game. | ||
|- | |- | ||
|{{ | |{{#item:27171}} | ||
|Accessory | |Accessory | ||
|STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side. | |STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side. | ||
|- | |- | ||
|{{ | |{{#item:27170}} | ||
|Accessory | |Accessory | ||
|AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side. | |AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side. | ||
|- | |- | ||
|{{ | |{{#item:300242}} | ||
|Accessory | |Accessory | ||
|Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, <!-- UNITED STATES OF -->smash, pierce and blow. | |Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, <!-- UNITED STATES OF -->smash, pierce and blow. | ||
|- | |- | ||
|{{ | |{{#item:25207}} | ||
{{ | {{#item:25208}} | ||
|Upper costume headgear, garment costume | |Upper costume headgear, garment costume | ||
|If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects. | |If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects. | ||
|- | |- | ||
|{{ | |{{#item:25210}} | ||
{{ | {{#item:25209}} | ||
|Upper costume headgear, garment costume | |Upper costume headgear, garment costume | ||
|If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects. | |If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects. | ||
|- | |- | ||
|{{ | |{{#item:1000377}} | ||
{{ | {{#item:1000378}}<br> | ||
{{ | {{#item:1000379}} | ||
|Upper costume headgear, middle costume headgear, lower costume headgear | |Upper costume headgear, middle costume headgear, lower costume headgear | ||
|These three boost melee damage. | |These three boost melee damage. | ||
|- | |- | ||
|{{ | |{{#item:25304}} | ||
{{ | {{#item:25060}}<br> | ||
{{ | {{#item:25305}} | ||
|Upper costume headgear, middle costume headgear, lower costume headgear | |Upper costume headgear, middle costume headgear, lower costume headgear | ||
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking. | |These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking. | ||
|- | |- | ||
|{{ | |{{#item:1000375}} | ||
{{ | {{#item:25061}}<br> | ||
{{ | {{#item:1000376}} | ||
|Upper costume headgear, middle costume headgear, lower costume headgear | |Upper costume headgear, middle costume headgear, lower costume headgear | ||
|These three boost ranged damage. | |These three boost ranged damage. | ||
|- | |- | ||
|{{ | |{{#item:1001328}} | ||
|Mid costume headgear | |Mid costume headgear | ||
|This mid headgear costume stone is not yet implemented. | |This mid headgear costume stone is not yet implemented. | ||
|- | |- | ||
|{{ | |{{#item:25710}} | ||
{{ | {{#item:25492}} <br> | ||
{{ | {{#item:1001326}} | ||
|Upper costume headgear, lower costume headgear, garment costume | |Upper costume headgear, lower costume headgear, garment costume | ||
|{{ | |{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It. | ||
|- | |- | ||
|} | |} | ||
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|The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet. | |The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet. | ||
*{{ | *{{#item:9002 }}: Hit+3, ATK+3 | ||
*{{ | *{{#item:9005}}: STR+1, ATK+5 | ||
*{{ | *{{#item:9090}}: ATK+4% | ||
*{{ | *{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage | ||
*{{ | *{{#item:9098}}: AGI+3, ASPD+3% (delay after attack) | ||
*{{ | *{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt. | ||
*{{ | *{{#item:9055}}: Add a 3% chance to drain HP based on 5% of the damage dealt. | ||
*{{ | *{{#item:9121}}: ATK+7%, Crit Damage +3% when loyal | ||
*{{ | *{{#item:9126}}: ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds | ||
|- | |- | ||
|} | |} |
Revision as of 14:00, 10 May 2024
WARNING | This guide is still a work in progress |
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Some of the info here is outdated or incorrect, and is currently being updated and corrected. |
Super Novice | |
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Job base: | Novice |
Written By: | Rakugaki |
Overview
Work in progress
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.
Skills Overview
Hidden Skills | ||||||||
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Builds
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle three different kinds of builds - Mage, Physical, and Hybrid.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.
Mage
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
---|---|---|
POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
Skills: Super Novice | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
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Super Novice
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Super Novice
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Cards and Pets
Cards and Costume Stones | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Physical
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
Stats and Traits
Stat | Amount | Notes |
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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. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting Poisoned. |
INT | 70-80 | Increases Max HP while reducing the chances of getting Silenced. |
DEX | 60-80 / 120 (Ranged Hyper Novice builds) | Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. |
LUK | 60-80 / 120 (Mega Sonic Blow builds) | Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 to get as much CRIT Rate as possible while waiting for level 250 to access the Super Novice chant (see Hidden Skills above). |
Trait | Amount | Notes |
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POW | 100 | Primary trait. Max this for the highest possible damage. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value. |
SPL | 0 | Not needed. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. |
CRT | 0 or 30-97 | Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. |
Skills
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
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You can use Eden Gear or choose from the list below...
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Cards and Pets
Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Hybrid (Work in progress)
(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
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POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
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Super Novice
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Sample equipment builds (Coming soon!) | |||||||||||||||||||||||||||||||||||
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Super Novice
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Cards and Pets
Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Leveling
This section is undergoing renovations.
While there is a general Leveling Guide available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.
Novice
Lv1 - ??? - Work in progress
- Do the MuhRO starter quest
Super Novice WORK IN PROGRESS
Lv45 - Lv85
- Once you reach base level 45, continue the MuhRO main tutorial quest. Invest points into AGI so your Flee will go up to around 300 or so. That way, once you reach the Poring Instance, it will be relatively easy to solo, King Poring MVP included.
Lv85 - Lv99
- Work in progress
Expanded Super Novice
Work in progress
Hyper Novice
200-215
- Illusion of Labyrinth - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
- Illusion of Underwater 2 - Bring Coldproof potions. Beware the
JellymonDeep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220. - Niflheim Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by
Rubik'sGhost Cube. - Rudus 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
200-240 (Alternate leveling)
- Thanatos Tower 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
215-230
- Amicitia Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
230-240
- Amicitia Dungeon 2 - Full Chemical Protection is needed due to Lava Eater's tendency to break armors, but Safety Wall should help deal with that problem to a certain extent. Shining DEF scrolls are also recommended due to the horses frequently casting Storm Gust and causing Frozen.
230+ (Alternate leveling)
- Airship Crash - Except for the Mosquitoes, all mobs move very slowly and can be easily kited with ranged attacks. For melee builds, Safety Wall is advised when fighting Melted Poring due to Strip Shadow Gear. Shadow or Undead element armors are recommended when fighting Rotten Tree because of Dark Grand Cross.
240+
- Niflheim Dungeon 2 - Nif2 is a relatively mobby place but is manageable for the most part. It is one of, if not the fastest way to level up from 240 and above, especially with a 12-man party with Kim (Troubador with Mr. Kim's a Rich Man). For Physical Hyper Novices, watch out for the Loli's Lex Divina, which can cause Silence even with 100 INT. Also watch out for the occasional Brandish Spear, which may result in an instant kill.