Rakugaki's PvM Hyper Novice: Difference between revisions
(→Equipment: Just learned the rowspan trick! Dunno if this'll make my messy guide a bit cleaner. Anyways~) |
(→Cards and Pets: Slightly cleaner, or much messier... I dunno.) |
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{{#item:4599}} <br> | {{#item:4599}} <br> | ||
{{#item:4598}} <br> | {{#item:4598}} <br> | ||
|Headgear | |rowspan="6"| Headgear | ||
|These cards increase elemental damage. Put them in high refine headgears. | |These cards increase elemental damage. Put them in high refine headgears. | ||
*Plaga: Neutral | *Plaga: Neutral | ||
| Line 1,155: | Line 1,155: | ||
{{#item:300257}} <br> | {{#item:300257}} <br> | ||
{{#item:300256}} <br> | {{#item:300256}} <br> | ||
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears. | |These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears. | ||
*Plagarion: Neutral | *Plagarion: Neutral | ||
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|- | |- | ||
|{{#item:27328}} | |{{#item:27328}} | ||
|Early-game card. It can be paired with multiple cards for more bonuses. | |Early-game card. It can be paired with multiple cards for more bonuses. | ||
|- | |- | ||
|{{#item:300359}} | |{{#item:300359}} | ||
|Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova. | |Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova. | ||
|- | |- | ||
|{{#item:300174}} | |{{#item:300174}} | ||
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%. | |If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%. | ||
|- | |- | ||
|{{#item:4241}} | |{{#item:4241}} | ||
|Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game. | |Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game. | ||
|- | |- | ||
|{{#item:300308}} | |{{#item:300308}} | ||
|Armor | |rowspan="7"| Armor | ||
|At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card. | |At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card. | ||
|- | |- | ||
|{{#item:300361}} | |{{#item:300361}} | ||
|Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova. | |Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova. | ||
|- | |- | ||
|{{#item:300376}} | |{{#item:300376}} | ||
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card. | |Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card. | ||
|- | |- | ||
|{{#item:4023}} | |{{#item:4023}} | ||
|Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK. | |Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK. | ||
|- | |- | ||
|{{#item:4392}} | |{{#item:4392}} | ||
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | |When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | ||
|- | |- | ||
|{{#item:300529}} | |{{#item:300529}} | ||
|At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere. | |At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere. | ||
|- | |- | ||
|{{#item:300472}} | |{{#item:300472}} | ||
|A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand. | |A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand. | ||
|- | |- | ||
|{{#item:27196}} | |{{#item:27196}} | ||
|Weapon | |rowspan="8"|Weapon | ||
|Early-mid game card that boosts damage against small monsters. | |Early-mid game card that boosts damage against small monsters. | ||
|- | |- | ||
|{{#item:27289}} | |{{#item:27289}} | ||
|Early-mid game card that boosts damage against Medium-sized monsters. | |Early-mid game card that boosts damage against Medium-sized monsters. | ||
|- | |- | ||
|{{#item:27286}} | |{{#item:27286}} | ||
|Early-mid game card that boosts damage against Large monsters. | |Early-mid game card that boosts damage against Large monsters. | ||
|- | |- | ||
|{{#item:4394}} | |{{#item:4394}} | ||
|When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | |When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | ||
|- | |- | ||
|{{#item:27384}} | |{{#item:27384}} | ||
|Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card. | |Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card. | ||
|- | |- | ||
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{{#item:300106}} <br> | {{#item:300106}} <br> | ||
{{#item:300009}} | {{#item:300009}} | ||
|These cards boost elemental damage, especially at high refines. | |These cards boost elemental damage, especially at high refines. | ||
*Magic Poisoned Plaga: Neutral. | *Magic Poisoned Plaga: Neutral. | ||
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|- | |- | ||
|{{#item:300442}} | |{{#item:300442}} | ||
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be. | |Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be. | ||
|- | |- | ||
|{{#item:300455}} | |{{#item:300455}} | ||
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies. | |A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies. | ||
|- | |- | ||
|{{#item:27356}} | |{{#item:27356}} | ||
|Shield | |rowspan="4"|Shield | ||
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters. | |The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters. | ||
|- | |- | ||
|{{#item:27385}} | |{{#item:27385}} | ||
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small. | |Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small. | ||
|- | |- | ||
|{{#item:4413}} | |{{#item:4413}} | ||
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | |Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | ||
|- | |- | ||
|{{#item:300379}} | |{{#item:300379}} | ||
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12. | |A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12. | ||
|- | |- | ||
|{{#item:27176}} | |{{#item:27176}} | ||
|Garment | |rowspan="11"|Garment | ||
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster. | |A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster. | ||
|- | |- | ||
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{{#item:4657}} <br> | {{#item:4657}} <br> | ||
{{#item:300372}} <br> | {{#item:300372}} <br> | ||
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better. | |These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better. | ||
*Purple Pitaya: Neutral | *Purple Pitaya: Neutral | ||
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|- | |- | ||
|{{#item:300269}} | |{{#item:300269}} | ||
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | |When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | ||
|- | |- | ||
|{{#item:300273}} | |{{#item:300273}} | ||
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | |When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | ||
|- | |- | ||
|{{#item:300260}} | |{{#item:300260}} | ||
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills. | |The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills. | ||
|- | |- | ||
|{{#item:300375}} | |{{#item:300375}} | ||
|Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation. | |Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation. | ||
|- | |- | ||
|{{#item:300424}} | |{{#item:300424}} | ||
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into. | |Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into. | ||
|- | |- | ||
|{{#item:300521}} | |{{#item:300521}} | ||
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}. | |Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}. | ||
|- | |- | ||
|{{#item:300522}} | |{{#item:300522}} | ||
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}. | |Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}. | ||
|- | |- | ||
|{{#item:27362}} | |{{#item:27362}} | ||
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this. | |Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this. | ||
|- | |- | ||
|{{#item:4576}} | |{{#item:4576}} | ||
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this. | |Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this. | ||
|- | |- | ||
|{{#item:27249}} | |{{#item:27249}} | ||
|Footgear | |rowspan="8"|Footgear | ||
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]]. | |Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{#item:300177}} | |{{#item:300177}} | ||
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]]. | |A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]]. | ||
|- | |- | ||
|{{#item:4658}} | |{{#item:4658}} | ||
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements. | |Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements. | ||
|- | |- | ||
|{{#item:27255}} | |{{#item:27255}} | ||
|Good for Wind and Water focused builds. | |Good for Wind and Water focused builds. | ||
|- | |- | ||
|{{#item:27253}} | |{{#item:27253}} | ||
|Good for Fire focused builds. | |Good for Fire focused builds. | ||
|- | |- | ||
|{{#item:27250}} | |{{#item:27250}} | ||
|Good for Neutral and Earth focused builds. | |Good for Neutral and Earth focused builds. | ||
|- | |- | ||
|{{#item:27179}} | |{{#item:27179}} | ||
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP. | |Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP. | ||
|- | |- | ||
|{{#item:300458}} | |{{#item:300458}} | ||
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises. | |At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises. | ||
|- | |- | ||
|{{#item:4077}} | |{{#item:4077}} | ||
{{#item:4327}} | {{#item:4327}} | ||
|Accessory | |rowspan="4"|Accessory | ||
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum. | |These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum. | ||
|- | |- | ||
|{{#item:27026}} | |{{#item:27026}} | ||
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game. | |An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game. | ||
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{{#item:300267}} <br> | {{#item:300267}} <br> | ||
{{#item:300268}} <br> | {{#item:300268}} <br> | ||
|These cards boost elemental damage. | |These cards boost elemental damage. | ||
*Elvira: Wind and Ghost (20%) | *Elvira: Wind and Ghost (20%) | ||
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|- | |- | ||
|{{#item:300243}} | |{{#item:300243}} | ||
|Boosts MATK. Use two of these for a more even spread of damage across all elements. | |Boosts MATK. Use two of these for a more even spread of damage across all elements. | ||
|- | |- | ||
Revision as of 13:37, 18 October 2025
| CAUTION | This guide is still a work in progress |
|---|---|
| The Magical section is updated for the most part, but the Physical and Hybrid sections are still outdated and have erroneous (wrong) info |
| Super Novice | |
|---|---|
| Job base: | Novice |
| Written By: | Rakugaki |

Overview
Work in progress
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.
Skills Overview

Featuring GaoSuper (left)!
Builds
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle three different kinds of builds - Mage, Physical, and Hybrid.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.
Mage

Click here for a more specialized and in-depth guide on Magic Hyper Novices: Psoron's Magic Hyper Novice Guide
(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 |
|---|---|---|
| STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
| AGI | 60-80 100+ (Judge / Conjurator Card Combo) |
Used mainly for reducing animation and flinching animation time and the chances of getting inflicted by Bleeding and Sleep. Try to get 100 Total AGI for full immunity against Bleeding and Sleep. |
| VIT | 70-90 100+ (Judge / Conjurator Card Combo) |
Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison. |
| INT | 120+ 130 (Judge / Conjurator Card Combo) |
Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
| DEX | 120+ 1-9 (Judge / Conjurator Card Combo) |
At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the |
| LUK | 60-80 100+ (Judge / Conjurator Card Combo) |
Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. LUK increases MATK more than DEX, so increase this a lot more when using the |
| Trait | Amount | Notes |
|---|---|---|
| POW | 0 | Not needed. Using magic sticks to whack things is not the best idea... |
| STA | 0-72 | After getting 110 SPL and CON, adjust STA, WIS, or CRT. |
| WIS | 0-72 | After getting 110 SPL and CON, adjust STA, WIS, or CRT. |
| SPL | 110 | Primary trait. Max this for the highest possible Magic Damage. |
| CON | 110 | Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee. |
| CRT | 0-72 | After getting 110 SPL and CON, adjust STA, WIS, or CRT. Thanks to a buff making 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 a lot of potions and zeny. However, a decent amount of ACD reduction (40%+) and ASPD (165+) are needed for it to be effective. |
Skills
| Skills: Super Novice (45-99) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After getting promoted to Ex. Super Novice, reset all skills.
| Skills: Expanded Super Novice (99-200) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
| Skills: Hyper Novice (Example build - Jack Frost Nova / Hell's Jack) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Here's my build. 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. More comments below the screenshots.
However, there are compromises resulting in around 10-15% less damage. Self Study Sorcery (SSS) is down to level 5. The main skills Hell's Drive (HD) and Jack Frost Nova (JFN) are maxed, Jupitel Thunderstorm (JTS) is down to level 9, and Ground Gravitation (GG) is down to level 7. JTS has max hits and AoE at level 9, while GG has max AoE at level 7. Despite the reduced damage, soloing Depth 2 (with adequate equipment) is very possible and relatively comfy, with a Brilliant Protection Scroll and Thunderproof Potion of course.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to specialize 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 (45-99)
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| Quality of Life Equipment | |||||||||||||||||||
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At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
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Life of Quality Equipment
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Cards and Pets
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| Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
| Leveling (WIP) |
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WORK IN PROGRESS, placeholder, may contain wrong info
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| 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.
WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest despair. WIP: Buffing rotation:
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| Strategy Depth 1 |
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| The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP. 2 - Use 3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
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| Strategy Depth 2 |
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| The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.
1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP. 2 - Use 3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
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Physical
For a better and more comprehensive guide on Physical Build Hyper Novices, check out Melee Hyper Novice Guide by Jetago
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
Stats and Traits
| Stat | Amount | Notes |
|---|---|---|
| STR | 100-120 | Main stat. Increases ATK and carrying capacity. |
| AGI | 60-100 | Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. Try to get 100 total AGI for full immunity against Bleeding and Sleep. |
| VIT | 70-80 | Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun. |
| INT | 70-80 | Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence. |
| DEX | 60-80 / 120 (Ranged Hyper Novice builds) | Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. |
| LUK | 60-80 / 120-125 (Mega Sonic Blow builds) | Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 (or 125 with |
| Trait | Amount | Notes |
|---|---|---|
| POW | 110 | Primary trait. Max this for the highest possible damage. |
| STA | Optional | If more RES is needed and there are still some points to spare, grab a few points here. |
| WIS | Optional | If more MRES is needed and there are still some points to spare, grab a few points here. |
| SPL | 0 | Absolutely unnecessary, because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying. |
| CON | 72-110 | Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait. |
| CRT | 72-110 | Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. Also buffs Heal, resulting in some potions saved. |
Skills
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
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You can use Eden Gear or choose from the list below...
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| Quality of Life Equipment | |||||||||||||||||||
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At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
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Life of Quality Equipment
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Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
| Strategy (WIP) |
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| The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Hybrid (Experimental, 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. 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 | 70-100 | 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 skills like Autoguard. |
| SPL | 70-100 | Adjust POW or SPL accordingly depending on which gears are less powerful. |
| CON | 70-100 | Adjust CON or CRT accordingly. More CON means more Flee, a bit more damage, but less healing and C.Rate. |
| CRT | 70-100 | 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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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Super Novice
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| Quality of Life Equipment | |||||||||||||||||||
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At level 100 and above, there are three pieces of equipment that'll make life easier. Switch to these equipment, activate the skill, then switch back to your default equipment. Example:
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Life of Quality Equipment
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Cards and Pets
| Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
| Strategy (WIP) |
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| How to solo Alice Hard hmmmm... |
| Cult |
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Overcoming Crisis.