|{{Skill List |id=268 |skill=Steel Body|simple=yes}}
|{{#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 250, 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. This is not applicable to builds reliant on Super Novice Soul Link (e.g. Mage builds using Welding Wand or Illusion Thorn Staff of Darkness), as logging off removes the weapon unless the Soul Link is still in effect.
|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 250, 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. This is not applicable to builds reliant on Super Novice Soul Link (e.g. Mage builds using Welding Wand or Illusion Thorn Staff of Darkness), as logging off removes the weapon unless the Soul Link is still in effect.
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|-
|-
|{{Skill List |id=270 |skill=Critical Explosion|simple=yes}}
|{{#Skill:270}}
|Self buff. Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status. Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, is very, very spammable and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds.
|Self buff. Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status. Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, is very, very spammable and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds.
|{{Skill List |id=19 |skill=Fire Bolt|simple=yes}}
|{{#Skill:19}}
|4
|4
|Prerequisite for Fireball.
|Prerequisite for Fireball.
|-
|-
|{{Skill List |id=17 |skill=Fire Ball|simple=yes}}
|{{#Skill:17}}
|6-10
|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.
|Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies and good in the very early game.
|-
|-
|{{Skill List |id=10 |skill=Sight|simple=yes}}
|{{#Skill:10}}
|1
|1
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
|-
|-
|{{Skill List |id=14 |skill=Cold Bolt|simple=yes}}
|{{#Skill:14}}
|5
|5
|Prerequisite for Frost Diver.
|Prerequisite for Frost Diver.
|-
|-
|{{Skill List |id=15 |skill=Frost Diver|simple=yes}}
|{{#Skill:15}}
|1
|1
|Prerequisite for Storm Gust.
|Prerequisite for Storm Gust.
|-
|-
|{{Skill List |id=20 |skill=Lightning Bolt|simple=yes}}
|{{#Skill:20}}
|4
|4
|Prerequisite for Thunderstorm and Jupitel Thunder.
|Prerequisite for Thunderstorm and Jupitel Thunder.
|-
|-
|{{Skill List |id=21 |skill=Thunderstorm|simple=yes}}
|{{#Skill:21}}
|1
|1
|Prerequisite for Lord of Vermillion.
|Prerequisite for Lord of Vermillion.
|-
|-
|{{Skill List |id=11 |skill=Napalm Beat|simple=yes}}
|{{#Skill:11}}
|1
|1
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
|-
|-
|{{Skill List |id=16 |skill=Stone Curse|simple=yes}}
|{{#Skill:16}}
|1
|1
|Prerequisite for Earth Spike.
|Prerequisite for Earth Spike.
|-
|-
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#Skill:9}}
|5-10
|5-10
|Compensates for the Super Novice's very low SP pool.
|Compensates for the Super Novice's very low SP pool.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#Skill:28}}
|3-10
|3-10
|Mainly for self-healing. Also helpful in healing teammates.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#Skill:29}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#Skill:34}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|{{#Skill:24}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#Skill:26}}
|1
|1
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#Skill:12}}
|Optional
|Optional
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|-
|-
|{{Skill List |id=43 |skill=Owl's Eye|simple=yes}}
|{{#Skill:43}}
|3
|3
|Prerequisite for Vulture's Eye.
|Prerequisite for Vulture's Eye.
|-
|-
|{{Skill List |id=44 |skill=Vulture's Eye|simple=yes}}
|{{#Skill:44}}
|1
|1
|Prerequisite for Attention Concentrate.
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#Skill:45}}
|10
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Your main source of DEX and AGI. Max this one for reduced cast times.
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| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{Skill List |id=81 |skill=Sightrasher|simple=yes}}
|{{#Skill:81}}
|2
|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.
|Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
|-
|-
|{{Skill List |id=83 |skill=Meteor Storm|simple=yes}}
|{{#Skill:83}}
|10
|10
|Bombards an area with meteors, dealing Fire Element damage.
|Bombards an area with meteors, dealing Fire Element damage.
|-
|-
|{{Skill List |id=89 |skill=Storm Gust|simple=yes}}
|{{#Skill:89}}
|1 or 10
|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.
|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.
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'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
'''Notice: The skill has a tendency to push enemies to the upper right at the default orientation.'''
|-
|-
|{{Skill List |id=84 |skill=Jupitel Thunder|simple=yes}}
|{{#Skill:84}}
|5-10
|5-10
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|An improved version of Lightning Bolt with an added knockback and removed cooldown.
|-
|-
|{{Skill List |id=85 |skill=Lord of Vermillion|simple=yes}}
|{{#Skill:85}}
|10
|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.
|This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can combo with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
|-
|-
|{{Skill List |id=90 |skill=Earth Spike|simple=yes}}
|{{#Skill:90}}
|3
|3
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
|-
|-
|{{Skill List |id=91 |skill=Heaven's Drive|simple=yes}}
|{{#Skill:91}}
|1-5
|1-5
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
|-
|-
|{{Skill List |id=92 |skill=Quagmire|simple=yes}}
|{{#Skill:92}}
|5
|5
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs easier.
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#Skill:66}}
|Optional
|Optional
|Provides additional Weapon ATK and MATK to you and the whole party.
|Provides additional Weapon ATK and MATK to you and the whole party.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#Skill:74}}
|5
|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.
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|-
|-
|{{Skill List |id=248 |skill=Faith|simple=yes}}
|{{#Skill:248}}
|Optional
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#Skill:249}}
|Optional
|Optional
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|If survival and not dying too much are one of the top priorities, get this skill, preferably maxed.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:5076}}
|1
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. 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.
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:5075}}
|Optional
|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.
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#Skill:5077}}
|5
|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.
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|{{Skill List |id=9 |skill=Increase SP Recovery|simple=yes}}
|{{#Skill:9}}
|10
|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.
|Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
|-
|-
|{{Skill List |id=28 |skill=Heal|simple=yes}}
|{{#Skill:28}}
|10
|10
|Mainly for self-healing. Also helpful in healing teammates.
|Mainly for self-healing. Also helpful in healing teammates.
|-
|-
|{{Skill List |id=29 |skill=Increase AGI|simple=yes}}
|{{#Skill:29}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|-
|-
|{{Skill List |id=22 |skill=Divine Protection|simple=yes}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|-
|-
|{{Skill List |id=34 |skill=Blessing|simple=yes}}
|{{#Skill:34}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Grants STR, INT and DEX bonuses. Very useful buff.
|-
|-
|{{Skill List |id=24 |skill=Ruwach|simple=yes}}
|{{#Skill:24}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{Skill List |id=26 |skill=Teleport|simple=yes}}
|{{#Skill:26}}
|1
|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!
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|-
|-
|{{Skill List |id=12 |skill=Safety Wall|simple=yes}}
|{{#Skill:12}}
|Optional
|Optional
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|-
|-
|{{Skill List |id=43 |skill=Owl's Eye|simple=yes}}
|{{#Skill:43}}
|10
|10
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|-
|-
|{{Skill List |id=44 |skill=Vulture's Eye|simple=yes}}
|{{#Skill:44}}
|1
|1
|Prerequisite for Attention Concentrate.
|Prerequisite for Attention Concentrate.
|-
|-
|{{Skill List |id=45 |skill=Attention Concentrate|simple=yes}}
|{{#Skill:45}}
|10
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Your main source of DEX and AGI. Max this one for reduced cast times.
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| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{Skill List |id=66 |skill=Impositio Manus|simple=yes}}
|{{#Skill:66}}
|Optional
|Optional
|Provides additional ATK and MATK to you and the whole party.
|Provides additional ATK and MATK to you and the whole party.
|-
|-
|{{Skill List |id=74 |skill=Magnificat|simple=yes}}
|{{#Skill:74}}
|Optional
|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.
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|-
|-
|{{Skill List |id=248 |skill=Faith|simple=yes}}
|{{#Skill:248}}
|Optional
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|-
|-
|{{Skill List |id=249 |skill=Auto Guard|simple=yes}}
|{{#Skill:249}}
|Optional
|Optional
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
|-
|-
|{{Skill List |id=5076 |skill=Help Me Angel!|simple=yes}}
|{{#Skill:5076}}
|1
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. 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.
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|-
|-
|{{Skill List |id=5075 |skill=Breakthrough|simple=yes}}
|{{#Skill:5075}}
|5
|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.
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|-
|-
|{{Skill List |id=5077 |skill=Transcendence|simple=yes}}
|{{#Skill:5077}}
|5
|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.
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|-
|-
|{{Skill List |id=108 |skill=Repair Weapon|simple=yes}}
|{{#Skill:108}}
|1
|1
|Requires level 1 {{Skill List |id=105 |skill=Hilt Binding|simple=yes}} and level 1 {{Skill List |id=107 |skill=Weapon Research|simple=yes}}
|Requires level 1 {{Skill List |id=105 |skill=Hilt Binding|simple=yes}} and level 1 {{Skill List |id=107 |skill=Weapon Research|simple=yes}}
|{{Skill List |id=248 |skill=Spell Study Sorcery|simple=yes}}
|{{#Skill:248}}
|5
|7 or 9
|Passive that ddds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
|{{Skill List |id=5455 |skill=Meteor Storm Buster|simple=yes}}
|{{#Skill:5455}}
|8
|5 or 8
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. Unlike the original Meteor Storm, enemies at the center of the AoE won't be hit by all meteors due the increased randomness of where they'll strike. However, at level 8 and above, there's around a 95% chance all meteors will land on target/s at the center of the AoE, as long as they aren't moving.
|The upgraded version of Meteor Storm summons more powerful and faster meteors to rain down on enemies. The initial hit has a small 5x5 area while the explosion has a 9x9 area.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
Skill cooldown: 2.5 seconds<br>
No Aftercast Delay
No Aftercast Delay
|-
|-
|{{Skill List |id=5456 |skill=Jupitel Thunderstorm|simple=yes}}
|{{#Skill:5456}}
|9
|9
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
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Very short Aftercast Delay
Very short Aftercast Delay
|-
|-
|{{Skill List |id=5457 |skill=Jack Frost Nova|simple=yes}}
|{{#Skill:5457}}
|10
|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.
|A strong Water element spell that lingers in a 9x9 area at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Skill cooldown: 3 seconds<br>
Short Aftercast Delay
Short Aftercast Delay
|-
|-
|{{Skill List |id=5458 |skill=Hell's Drive|simple=yes}}
|{{#Skill:5458}}
|5
|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.
|An upgraded version of Heaven's Drive, this skill causes Earth element damage in an area around the player. Has a 9x9 area at max level. If your Dim Glacier Wand is enchanted with Hell's Jack, you can max this skill out.
Fixed Cast Time: 1 second<br>
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10
Short-ish Aftercast Delay
Short-ish Aftercast Delay
|-
|-
|{{Skill List |id=5459 |skill=Ground Gravitation|simple=yes}}
|{{#Skill:5459}}
|7
|7
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol which causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down. This skill can go through walls.
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at max level. Enemies affected receive increased damage while slowing them down.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 5 seconds<br>
Skill cooldown: 5 seconds<br>
Significant Aftercast Delay! Be careful when using this skill!
Significant Aftercast Delay! Be careful when using this skill!
|-
|-
|{{Skill List |id=5460 |skill=Napalm Vulcan Strike|simple=yes}}
|{{#Skill:5460}}
|5
|5
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
|A combination of Soul Strike and Napalm Vulcan, this highly spammable Ghost element spell deals damage in a 7x7 area.
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Short Aftercast Delay
Short Aftercast Delay
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|{{Skill List |id=5462 |skill=Rule Break|simple=yes}}
|{{#Skill:5462}}
|Optional
|Optional
|The Mage Tree's AP skill significantly increases the damage of all skills for 5 minutes. However, because it uses up '''A LOT''' of skill points, it is up to you to decide whether to invest in this and specialize in 1-2 skills or ignore it and max 3-4 skills for more variety at the cost of dealing reduced damage.
|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.
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Revision as of 08:07, 14 January 2024
WARNING
This guide is still a work in progress
Some of the info here is outdated or incorrect, and is currently being updated and corrected.
File:HN Chibi Female.pngCute and happy female Hyper Novice ready to stab things happily and cutely.
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
The powers of might and magic unite together, ready to take on the toughest monsters in the world! Featuring Haro (right)!
Hidden Skills
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 250, 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. This is not applicable to builds reliant on Super Novice Soul Link (e.g. Mage builds using Welding Wand or Illusion Thorn Staff of Darkness), as logging off removes the weapon unless the Soul Link is still in effect.
This skill will always trigger at Base Level 250. EXP cap is not required. Credits to Yami and Ocean Star for pointing this out! /ene
Explosion Spirits
Self buff. Enter the following text in public chat (Send to all) to gain Critical Explosion status. Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, is very, very spammable and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds.
Dear angel, can you hear my voice?
I am <Your Name Here without the brackets> Super Novice~
Help me out~ Please~ T_T
Insert random text here
To quickly cast, put these lines in macro (ALT+M). Caution: Spamming too quickly will result in a 1-minute mute! But you can still use emotes though /ene
Bonus stats
Reaching Job Level 70 without dying will grant +10 to all stats. Dying removes it, even well after.
Super Novice Spirit restores the bonus (1% chance).
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 four different kinds of builds - Mage, Physical, Autocast and Flee Tank.
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.
(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
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
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.
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.
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)
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 Template:Item List, for the low cost of just 3 Template:Item List!
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 Template:Item List, 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 Template:Item List, 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 Template:Item List.
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. Template:Item List and two Template:Item List 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 Template:Item List 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%. Template:Item List and Template:Item List or Template:Item List 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%. Template:Item List and Template:Item List or Template:Item List 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 Template:Item List (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 Template:Item List or Template:Item List
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 Template:Item List for 3 Template:Item List 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 Template:Item List, 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 Template:Item List and Template:Item List 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 Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants.
An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
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 Template:Item List. It can be enchanted by using Template:Item List 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 Template:Item List. Try to refine this to +11, then use the Template:Item List 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 Template:Item List and Template:Item List 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 Template:Item List 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 Template:Item List 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 Template:Item List2
If Template:Skill List and Template:Skill List 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 Template:Item List or Template:Item List.
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 Template:Item List. 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 Template:Item List2 (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 Template:Item List 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.
Upon reaching Base Level 10, use the Paradise Magic Set provided by Eden Academy. 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.
Upon reaching Base Level 100, you'll be given this chest, which contains a surprisingly powerful weapon and a set of advanced Eden Armors which will suffice until you earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
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, buy a couple of Template:Item List for 3 Endeavor Coins a piece, because it will refine them to +7 - 10 at random.
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 Template:Item List 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 Template:Item List 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.
Template:Item List: MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
Template:Item List: 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)
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.
Super Novice:
Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball, Fire Wall and Soul Strike.
Safety Wall will be your wall of safety in dangerous situations but it will cost a lot of skill points.
DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
Due to the Super Novice having absolutely atrocious HP and SP pools until level 99, 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 700 HP. It's better to completely evade attacks instead of taking a hit with such low HP.
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!
When in a party... I have writer's block!
Ex. Super Novice
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.
Hyper Novice
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. 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 hell.
Physical
File:PhysHN .jpgPhysical build Hyper Novice treating dangerous monsters as if they're bowling pins.File:PhysHN .jpgPlaceholder screenshot
(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.
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
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
Skills: Physical
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.
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.
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.
While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
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.
Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because it got back-stabbed.
Requires being hidden before use. This is your main source of damage. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.
The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. MuhRO's Turbo makes this significantly, significantly easier. See below on how to set this up the bomb. However, beware that getting hit will Hiding will reveal your location and will interrupt your Raid spamming.
Optional. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. Note that a maximum of 3 Quagmires can be active at a time.
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.
A powerful but rather clunky melee skill which deals damage in a 7x7 area around the target and knocks them back. More enemies caught results in more damage - at least 3 enemies are needed for maximum damage. However, its knockback is finicky and unpredictable. If there are 3 or less mobs, it will always push them back. If there are at least 4 mobs, sometimes they're knocked back, other times they're not.
A spammable single-target melee skill that can CRIT, perfect for those pesky mobs which love to Agi Up. Supposedly has a chance to Stun the target. Despite the description, its CRIT Rate is actually dependent on CRIT Rate, not the CRT trait.
A spammable ranged physical attack which hits enemies in a 7x7 area around the target, applying a debuff that increases damage received by 10% (not applicable to boss monsters). Supposedly it can slow enemies down, but it seems like it's bugged for now.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Starter Armor, though it's a little expensive at 89,000 zeny. At least you're no longer wearing stinky rags that came from the dump (Template:Item List).
When complete, the Angel's Set gives a boost to HP and SP. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. The After Cast Delay that happens each time the skill is autocast makes equipping the whole set not too good.
The combination of having frighteningly low HP until level 98 and the massive -10 ASPD penalty makes wearing a shield more of a detriment, reducing your damage while not providing enough protection despite its awesome 20% resistance to all elements except Neutral bonus. It will become much better at higher levels, so save it for later until you have way more HP and ASPD to compensate.
Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
Good until level 125. It is highly recommended to complete the Eden Academy quest chain to get this over the other armors. While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the Template:Item List, for the low, low price of just a single Template:Item List!
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 Template:Item List, for the low cost of just 3 Template:Item List!
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. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the Template:Item List, for the low cost of just 4 Template:Item List!
Strangely enough, equipping these two instead of their +9 Grace equivalents will deal more damage in most situations! However, there are no card slots and they cannot be upgraded. It is free and surprisingly effective. They're good until you obtain a +7 Patent Blessed Knife or reach level 200, when the Grace set's slots get a big advantage in the form of the Shelter/Happiness Giver card combo for Melee builds or Observation/Empathizer card combo for Ranged builds.
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.
When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Take note of the After Cast Delay that happens each time the skill is autocast.
Desert Wolf, Pasana, Porcellio, Skeleton General, Sleeper, Whikebain
An easy-to-get dagger with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. However, its damage somewhat falls off the larger the enemy (100% - 75% - 50% damage against small, medium and large-sized enemies respectively).
Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
An easy-to-get mace with good attack power, becoming stronger the higher your Base Level and the weapon's refine rate. This has less overall damage unless carded with Sidewinder. It has better size modifiers compared to the dagger (75% - 100% - 100% damage against small, medium and large-sized enemies respectively) and it has a less severe Attack Speed penalty as well (-10 vs -15).
You may or may not wear a shield. Novices and Super Novices have a huge -10 Attack Speed penalty. Equip a shield only if more Defense is needed or if ASPD is good enough.
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 Template:Item List.
This is an improvement over the Grace set only at +9 and with modification modules. Gives a large increase in ATK (+100), more ATK at higher refines, a boost to ASPD (+10%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Recommended enchants are Template:Item List and two Template:Item List.
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.
A f****** heavy-a** mace weapon where its power depends on the level of certain skills. At the cost of skill flexibility, it grants a huge increase to ATK while also being cheaper than a +15 Crimson Mace or +15 Vicious Mind Mace.
Am Mut, Earth Petite, Erend, Marionette, Kobold Leader, Li Me Mang Ryang / Jing Guai, Solider
Compared to the Vicious Mind Mace, this has less ATK and no enchants but has 2 slots, allowing for more options for carding. Get a Neutral element mace. At +15, it deals slightly less damage (around 3%) than a +4 Meteor Strike. While significantly more expensive, the greatest benefits are increased versatility and weight savings (2000 weight saved!). You're not carrying an overloaded Class-8 Peterbilt Truck on one hand anymore!
If the Patent Blessed Knife is too expensive, then this is a really good choice. Due to the Super Novice's HUGE -17 ASPD penalty when wielding One-Handed Swords, it is highly recommended to refine this to +7 for the 20% ASPD boost. Very good for any Physical build, whether it is spamming Raid, autoattacking, or throwing Shield Chains if you have the Super Power Shadow Set (see below) to enable it.
This patented and blessed knife is the most expensive choice for this level range, but it makes life a lot easier because it enables the use of Level 10 Template:Skill ListFATAL MENAS™ at +7. Despite its size modifier issues because it's a knife, it is still one of the best choices for this level range despite the price.
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 nice shield that provides many bonuses, especially at higher refines. Highly recommended to keep it at +4 in case you want to upgrade it to a Purified Knight's Shield.
Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Enchant it with 1 Template:Item List and 2 Template:Item List.
When paired with a Giant Faceworm Skin, it gives a boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is good for autoattack CRIT builds.
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
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 Template:Item List. Try to refine this to +11, then use the Template:Item List 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 Owl's Eye to reduce Variable Casting Time and if if necessary, max Double Attack for faster ASPD.
A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.
Ignoring the OS weapons bonuses, this is the only one that boosts Melee damage. To easily get them to +10, refine them to +4, buy a couple of Template:Item List for 3 Template:Item List a piece, because it will refine them to +7 - 10 at random.
Ignoring the OS weapons bonuses, these three are pretty much the same. They boost ranged physical damage, especially at high refines. Choose which one looks good without an upper headgear costume. To easily get them to +10, refine them to +4 and buy a couple of Template:Item List for 3 Template:Item List a piece, because it will refine them to +7 - 10 at random.
Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants.
Requires a non-slotted Template:Item List and Template:Item List to slot. A cool-looking slotted Middle Headgear that can be enchanted. Try to get ATK enchants. This is slightly more preferrable to the Deep Blue Sunglasses because of the Aftercast Delay reduction.
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.
Improved version of the Illusion Armor. Gives a large increase in ATK (+125), more ATK at higher refines, a boost to ASPD (+15%) at +7 and gives bonuses depending on which Illusion Engine Wing and Leg Type equipped. Choose between Template:Item List, Template:Item List, Template:Item List, Template:Item List.
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.
Currently the most powerful evolution of the Blessed Knife, it grows stronger the more it is refined and graded. Level 10 Fatal Menace is granted at +7, just like its lesser Patent form. Best paired with Template:Item List2
This part needs testing: +11 Blessed Knife-LT vs +12 Hypocrisy Machine, so this is purely theory and speculation: Unless you have a Template:Item List with the "Remove Size Penalty" enchant or Template:Item List2 and Template:Item List2 with a combined refine of +15, its damage will be on par or just negligibly higher compared to a Hypocrisy Machine at best, even when comboed with Hero Boots-LT. Then there's the fact that it has just 2 slots compared to the Hypocrisy Machine's 3.
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.
A fantastic shield that provides many bonuses, especially at higher refines. Try to get the "Remove weapon's size penalty enchant", AKA free Drake Card, especially when you plan on using the Template:Item List as your main weapon.
Reduces VCT and ACD depending on refine rate. While it doesn't have the Purified Knight's Shield's Drake Card enchant, its VCT and ACD reductions are still very useful for all builds.
A significantly upgraded version of the Excellion Wing, tuned to greatly boost physical power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. A good all-rounder, whether melee or ranged.
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 Template:Item List. Try to aim for a +11 Grade C at least.
An improved version of the already really good Super Novice Shadow Gauntlet and the centerpiece of the Super Power Shadow Set. For Hyper Novices, only this is needed. The brooch and bangle are unnecessary.
Unlike what the description says, it DOES NOT need the Super Power Shadow Bangle and Brooch below to get the DEF pierce, just this glove and the SN Shadow Shield below and the refine rate of both. Type @battlestats or @bs to confirm.
Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD.
Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick.
HIGHLY RECOMMENDED! Upon reaching Base Level 10, use the Paradise Physical Set provided by Eden Academy. It will serve you well until around level 100 when you'll get the better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
Upon reaching Base Level 100, you'll be given this chest, which contains a set of advanced Eden Armors which will suffice until you progress through the Eden Academy quest chain and earn enough Template:Item List to get the full Noblesse Set (see below) or after finishing a couple of quests which will give the Noblesse Set for free.
Good until level 125. It is highly recommended to complete the Eden Academy quest chain to get this over the other armors. While it is designed more towards a melee autoattack CRIT build, completing the full set gives a lot of bonuses, which include increased HP and CRIT damage, and can be further upgraded into the Imperial and Grace sets. Finally, to put the icing on the cake, they can be easily refined to +9 thanks to the Template:Item List, for the low, low price of just a single Template:Item List!
A very good headgear that provides a lot of bonuses, especially at higher refines. It doesn't give as much damage as the Endeavor Coin EVT headgears below, leaning more towards surviving and staying a bit longer in battle.
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.
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.
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.
Early-game card dropped by all Bios Island non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.
When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.
When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.
When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.
When equipped with Phen Card, reduces variable casting time by 25%.
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
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 Template:Card for melee builds or Template:Card 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.
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.
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.
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 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 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.
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.
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.
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.
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.
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.
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 Template:Card and every 40 Base STR.
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 Template:Card and every 40 Base DEX.
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 Template:Card 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 DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card Template:Card 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.
Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with Template:Item List and Template:Item List 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.
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.
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.
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, smash, pierce and blow.
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 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.
Template:Item List: 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.
The main inspirations are two awesome Super Novices that pioneered the build: Shin Chan and Yami Reborn. The Melee Autospell is an early-game leveling build that is quite cheap to build, focused mainly on dealing Neutral Element magic damage from the Noblesse, Imperial and Grace Magic Sets, which enables autocasting Psychic Wave when autoattacking. It is a jack-of-all-trades kind of build, having a little bit of everything from the three other builds in this guide.
Stats
AGI and INT are the most important stats. This enables the autospells to proc often and deal as much damage as possible
Stat
Amount
Notes
STR
1+
Leftover. Mainly used for increased carrying capacity or if needed, increased Physical damage.
AGI
100-120
Higher ASPD means higher chances of autocasting various spells.
VIT
70-80
Mainly for survivability and preventing bad statuses like Poison.
INT
110-125
Higher INT means higher magic damage. If using a Napeo Card, raise INT to 125.
DEX
60-70
Get sufficient amounts of DEX to land hits. Misses will not autocast spells.
LUK
50-60
Higher LUK increases CRIT chances as well as slightly increasing overall damage.
That's pretty much it. These are the most essential skills of this build. Afterwards, you're free to choose any skills you like. My skill build is below.
Adds a chance of attacking twice - 50% chance at level 10. This makes damage output a little more stable, lessening the reliance on the Earthquake proc from the Faceworm Queen's Leg.
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.
Detoxifies poisoned enemies. Since Archbishops don't have a skill that cures Poison, Thief Classes are (usually) too busy doing their thing and some players may forget to bring Green Herbs, you can use this to get rid of the Poison.
Prevents your character from flinching due to being hit (up to 7 hits). Level 1 is more than enough to escape a losing battle, as higher levels add only duration and MDEF, not the number of hits you can sustain before flinching.
Raises a target's STR, INT and DEX. More INT means stronger autospell damage and more DEX makes you land your hits more, which means more autospell procs.
A very useful skill that makes ranged physical attacks miss in a 3x3 area. Some powerful MVP attacks, such as Hell's Judgement, can be blocked by this.
Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall.
Creates a barrier on the ground that blocks melee physical attacks. You can use this to protect your teammates or to protect yourself if you're starting to get mobbed.
You may combine this with Quagmire to further reduce the mobs' AGI and DEX, making you harder to hit and making the wall last even longer.
Safety Wall also blocks Hell's Judgement at melee range (1-4 cells from the enemy).
Finally, Safety Wall and Pneuma can't be cast within a 3x3 area of each other. That means if there's an annoying monster (e.g. Kiel-D01, Hibram, Magaleta) that's casting Pneuma and preventing your teammates from doing ranged physical damage, just cast this skill right next to those mobs and they won't be able to protect themselves from ranged physical attacks.
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because apparently theft is bad even for bad guys and monsters.
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 they hate backstabbers.
Requires being hidden before use. Mainly for supportive purposes, by boosting your own damage or your party's overall damage. Non-boss enemies receive 30% more physical and magic damage and boss enemies receive 15% physical and magic damage for 10 seconds.
Utility skill that deals Fire element magic damage and pushes enemies away. 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.
Optional. Doubles the caster and party's SP Recovery rate for a duration. If you have SP consumption issues and SP-healing items are too expensive, then add some points here. When combined with the skill "Increase SP Recovery", SP should be much less of a problem.
Besides healing party members, this can also be used to heal yourself while tanking in case the main support/s is either disabled, too busy or too far from you.
At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.
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. Very wisely.
HP +500, SP -100. If refine rate is 7, HP +400. If refine rate is 9, HP +600. It reduces Max SP and it doesn't give MDEF but it has a slot and gives 500HP in exchange.
This is one of the best weapons for this build. It gives decent attack and a good amount of MATK. When physically attacking, there's a chance to transform into the Faceworm Queen. When that happens, physical attacks will have a very high chance of casting Level 1 Earthquake. Unlike the article in iROwiki, Earthquake deals Neutral element damage BASED ON MATK, not ATK. Level 1 Earthquake deals three hits of 300% MATK in an 11x11 area around you. The Earthquake proc will be your main source of damage.
The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral. For this build, don't equip a shield unless it's necessary. Super Novices suffer a BIG attack speed penalty (-10 ASPD) when equipping shields and it will make your offense a lot weaker.
Also known as Dark Rosary. Try equipping two of these. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. This is the more defensive accessory.
If your base INT is 110, it adds MATK for every 10 base INT and +1% MATK if base INT is 110. Equip two of these to increase the damage from your autospells, especially Earthquake from the Faceworm Queen's Leg. This is the more offensive accessory.
A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.
All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%.
When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.
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 via the Template:Item List.
Can be used only when soul-linked. When attacking, there's a 6% chance of casting level 1-5 Fire Bolt, Cold Bolt, Lightning Bolt and Soul Strike on the enemy for 5 seconds. This will increase your damage output by a good amount, provided you have a Soul Linker or alt Soul Linker to cast Super Novice Soul Link from time to time. Be aware of the After-Cast Delay after the autocast.
MATK +50. Increases MATK by 50 at level 120 and another 50 at level 140, for a total of MATK +150. Enables the use of Level 1 Endure. It will boost damage of the Earthquake autocast from the Faceworm Queen Leg.
Good until level 125. It is highly recommended to complete the Eden Academy questline to get this over the other armors. It is designed for an autospell build as completing the set enables autocasting Level 1 Psychic Wave while doing normal attacks. While it gives less MATK compared to the Flattery Robe, 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 easily refined to +9 thanks to the Template:Item List, for the low, low price of just a single Template:Item List!
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 Template:Item List, for the low cost of just 3 Template:Item List!
Good until level 200. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Like the Noblesse and Imperial sets, they can be easily refined to +9 thanks to the Template:Item List, for the low cost of just 4 Template:Item List!
Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. Template:Item List and two Template:Item List are recommended.
An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between Template:Item List, Template:Item List, Template:Item List and Template:Item List.
FQL for short. One of the best weapons for this build, it gives decent attack and a good amount of MATK. When physically attacking, there's a chance to transform into the Faceworm Queen. When that happens, physical attacks will have a very high chance of casting Level 1 Earthquake. Unlike the article in iROwiki, Earthquake deals Neutral Element magic damage. Level 1 Earthquake deals three hits of 300% MATK in an 11x11 area around you. The Earthquake proc will be your main source of damage alongside the Level 1 Psychic Wave autocast from the Eden Sets above.
Due to the HUGE -10 ASPD penalty when equipping shields, it isn't recommended to use any shield unless there is enough ASPD to compensate. But when it's needed, this cheap shield is one of the better ones out there, providing 20% resistance to all elements except Neutral.
A fantastic shield that provides many bonuses, especially at higher refines. Increases Attack Speed by 10%. ATK and MATK +3%. Reduces damage from all properties, including Neutral, by 7%. When receiving damage, add a low chance to recover 25 SP for 5 seconds. When dealing physical or magic damage, add a low chance to recover 150 HP for 5 seconds. At +7, ATK and MATK +10. At +9, ASPD +1. At +12, reduces After Cast Delay by 3%.
Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Get this if you're still having trouble raising your ASPD to 193. Enchant it with Template:Item List and 2 Template:Item List
Increases HP by 1000 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. If you can reach ASPD to 193 without much problems, get this over the A-type. Enchant it with Template:Item List and 2 Template:Item List.
Improved version of the Illusion Engine Wing. Get this if you're still having trouble raising your ASPD to 193. Increases HP by 1500 and adds 100 HP every 2 refine rate. At +7, it increases attack speed. Choose between Template:Item List, Template:Item List and Template:Item List.
When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Lucky Day.
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
MSP+200. Enables the use of Level 3 Scream. It's useful only when combined with the item Kind Heart, as it adds a chance to autocast Kimi's Mind Confusion when attacking physically.
MHP+500, MSP+200. Enables the use of level 1 Spider Web. While attacking, it has a chance to autocast Kimi's Mind Confusion, a skill that randomly casts Frost Nova, Amplify Magic Power or Level 1 Psychic Wave.
One of the best accessories for this build. Grants MATK +5%. Template:Item List and Template:Item List or Template:Item List 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%. Template:Item List and Template:Item List or Template:Item List 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.
Gives additional HP recovery (+10%) and prevents the bleeding status. When paired with the Jewelry Ant Card, it increases Neutral property magic damage by 30%. Just one is enough, as two of these won't stack.
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.
If you think you have enough MATK and ASPD and you want to autocast level 5 Fire Bolt and level 5 Fireball and turn everything into Kentucky Fried Chicken, use this card.
Every 10 base INT increases MATK by 3 and ASPD by 1%. If base INT is 120 and above, MATK +40. At 120 base INT, MATK +70 and ASPD +12%. This makes you attack faster while also making your autospells more powerful at the same time.
MATK+3%. Earth and Neutral element magic damage +5%. This will boost the damage of Earthquake and Psychic Wave (if you have the Gentle Heart/Broken Heart Combo or Evil Gloves), a Neutral element magic skill. Obtained at the Geffen Magic Tournament.
A great card for those that have +4 footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
MATK+20, MSP-1%. This will further increase damage of your autospells. You may choose to get two of these for more damage, or just one or none at all and replace them with autospell cards.
Increases Neutral and Shadow element magic damage by 20%. This will greatly boost the damage of Earthquake and Psychic Wave... If you're lucky enough to get this card. Obtained at the Geffen Magic Tournament.
Adds a chance to autocast level 1 Psychic Wave when physically attacking. When paired with an Ungoliant Card, it increases Neutral property magic damage by 30%. Just one of these and one Ungoliant card will work. This synergizes very, very well with FQL and Evil Gloves thanks to the continuous barrage of Neutral element spells.
The strategy will be based on my version of the Melee Autospell build.
The playstyle is fairly simple - just point, click and watch the monsters get quaked, burned, frozen, electrocuted, Psychic Wave'd and more! Like the Meteor Strike Melee above, this build is more suited to solo play, but it can still be good in a party because of its well-rounded mix of offense, survivability and support.
When soloing:
Even if your gears aren't the best, this build can still solo dungeons and some instances quite well - just don't lure too many monsters. Use your arsenal of skills in order to help you fight and defend against monsters more effectively. Use Safety Wall in order to protect yourself from attacks, especially if you're starting to get mobbed. If there are too many, cast Endure, then cast Sightrasher and follow up with Quagmire for a quick escape. Heal, rebuff and go back again until the mobs are wiped out. With good enough gears, this build can deal with some mobs and MVPs with Reflect Shield, like Hard Amdarais. By endowing the weapon with the element of said mob or MVP (e.g. Shadow for Hard Amdarais via Cursed Water), the damage dealt is very low, resulting in miniscule or manageable from Reflect Shield. The barrage of autospells does most of the damage.
When in a party:
You'll usually be the secondary DPS and secondary support but on a few occasions, secondary tank. Soften enemies that come from the sides and rear so that the main DPSs can more easily kill the mobs. Help the main support by providing extra heals, buffs and crowd control. The high AGI of this build also grants a bit of tanking ability - you can help the main tank with luring enemies to the party. Just be aware of the Flee penalty. If there are 2 monsters attacking you, each additional monster will reduce your max Flee by 10%. That means if there are 12 monsters attacking you, your actual Flee is ZERO.
The Flee Tank is an early-game support-focused build that is quite cheap to build. It is mainly used to lure mobs in Gramps 85-175 and 175-200 to a lesser extent while providing decent support. Upon becomong a Hyper Novice, one must choose between going Physical or Magical, with optional Flee Tank characteristics by raising CON.
Stats
Stat
Amount
Notes
STR
1+
Mainly used for increased carrying capacity.
AGI
130
Maximum AGI means maximum Flee to "Flee Tank" more mobs.
VIT
70-80
Increases Max HP while reducing the chances of getting inflicted by Poison.
INT
70-80
Increases Max HP while reducing the chances of getting inflicted by Silence.
DEX
1+
Leftover. Add more DEX if faster Safety Wall spamming is needed.
LUK
70+
Increases Perfect Dodge and Flee for even more "Flee tanking".
Steal items from one target. Prerequisite for Hiding. Get this only if you're planning to get "Raid", a skill that makes enemies receive 30% more damage (15% if boss protocol or MVP).
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.
Detoxifies poisoned enemies. Since Archbishops don't have a skill that cures Poison, Thief Classes are (usually) too busy doing their thing and some players may forget to bring Green Herbs, you can use this to get rid of the Poison.
Prevents your character from flinching due to being hit (up to 7 hits). Level 1 is more than enough to escape a losing battle, as higher levels add only duration and MDEF, not the number of hits you can sustain before flinching. You have two choices - Impositio Manus or this. Take Impositio Manus for more buffs. Take this skill to lure, tank and escape better.
A very useful skill that makes ranged physical attacks miss in a 3x3 area. Some powerful MVP attacks, such as Hell's Judgement, can be blocked by this.
Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall. When facing a mix of melee and ranged enemies, should you decide to cast Pneuma, make sure to place it in the cell behind you so that ranged physical DPS classes can hit the melee mobs attacking you.
A very versatile skill with many uses. Creates a barrier on the ground that blocks melee physical attacks. You can use this to protect your teammates or to enhance your tanking abilities.
If Flee and Perfect Dodge aren't enough, this skill will enable you to tank larger groups of monsters and even a few MVPs. With your high Flee, Safety Wall tanking with this build is easier compared to other classes (disputable), as a missed attack won't count as a hit and won't reduce the wall's durability.
You may combine this with Quagmire to further reduce the mobs' AGI and DEX, making you even harder to hit and making the wall last even longer.
Safety Wall also blocks Hell's Judgement at melee range (1-4 cells from the enemy).
Finally, Safety Wall and Pneuma can't be cast within a 3x3 area of each other. That means if there's an annoying monster (e.g. Kiel-D01, Hibram, Magaleta) that's casting Pneuma and preventing your teammates from doing ranged physical damage, just cast this skill right next to those mobs and they won't be able to protect themselves from ranged physical attacks.
Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.
Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because apparently theft is bad even for bad guys and monsters.
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 they hate backstabbers.
Requires being hidden before use. Mainly used for supportive purposes by the party's overall damage. Non-boss enemies receive 30% more physical and magic damage and boss enemies receive 15% physical and magic damage for 10 seconds. WARNING: Mobs can lose aggro while you're hidden and it can attack the party and potentially cause mayhem! Make sure you are properly cornered to lessen the chances of mobs losing aggro.
Utility skill that deals Fire element magic damage and pushes enemies away from you. Cast Sight first then this skill. Use this to push back enemies away from you or party member/s getting mobbed to death. This is an effective means of escape when combined with Quagmire.
Complements the high Flee very well, making you even harder to hit. Has a 30% chance to block most physical attacks (melee, range and physical skills) at level 10.
Besides healing party members, this can also be used to heal yourself while tanking in case the main support/s is either disabled, too busy or too far from you.
At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.
Somewhat long-range poke mainly use to get back lost aggro. Use this to lure monsters to you and away from the party and spam it to keep them from targeting other party members. If this fails, get back the aggro by autoattacking.
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. Very wisely.
A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.
All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%.
When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.
Available only when soul-linked. Gives LOTS of Perfect Dodge (+20), making you even harder to hit. When the soul link expires, the weapon will remain equipped until you remove it, teleport, relog, or change maps.
Recommended to obtain at least a +10 with pure AGI enchants. Gives lots of DEF and various stats. This is a very nice alternative to the Cloak of Airship.
When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.
All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%.
When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.
Available only when soul-linked. Gives LOTS of Perfect Dodge (+20), making you even harder to hit. When the soul link expires, the weapon will remain equipped until you remove it, teleport, relog, or change maps.
Recommended to obtain at least a +10 with pure AGI enchants. Gives lots of DEF and various stats. This is a very nice alternative to the Cloak of Airship.
When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance, Speed of Light or Lucky Day.
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base VIT is 120, the added HP bonus will further increase survivability. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance, Speed of Light or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
Also known as Dark Rosary. Equip this only when Flee is sufficient. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen.
Luxury card. Gives 300HP and double HP and SP recovery if base LUK is 77. Get this only if you really need more HP and SP recovery. This somewhat lessens the need for using potions in some situations.
Use this only if you have a +7 or +9 Ascendant Crown. If you don't have access to an Arc Angeling Card, this can be a good substitute, as it gives +3-4% MHP.
These cards change your Element, are situational and can be used to make tanking a whole lot easier.
Angeling: Holy Element, an all around good card, but very expensive. Bathory: Shadow Element, for tanking MVPs and mobs with powerful skills like Dark Grand Cross. Evil Druid: Undead Element, for tanking MVPs and mobs with Dark Element attacks and bad statuses like Freezing and Stone Curse. Marc: Prevents Frozen Status, for MVPs with skills that causes Frozen Status. Pasana: Fire Element, for MVPs and mobs with powerful Fire-Element attacks like Muspelskoll. Swordfish: Water Element, for tanking MVPs and mobs with powerful Water-Element attacks like Brinaranea and Ktullanux. Dokebi: Wind Element, for MVPs and mobs with powerful Wind-Element attacks like Valkyrie Randgris. Sandman: Earth Element, for reducing damage from Earth Element attacks. Note: Earthquake is NOT Earth Element, it is NEUTRAL. Ghostring: Ghost Element, for reducing damage from Earthquake and other Neutral physical attacks.
The main reason for a White Knight (WK) card in the weapon is for the additional 5% damage reduction from the Khalitzburg Knight (KK). Just 1 is enough, followed by 2-3 Banaspaty or Sropho cards.
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 40% damage reduction from Boss protocol mobs and MVPs, but receive 40% more damage from normal mobs. Use this card when tanking MVPs that have little to no adds.
Reduces damage from Small, Medium and Large mobs by 15%, plus 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.
Use this if you have a +9 or better Giant Faceworm Skin. Gives 10% Neutral resist and +10 Flee, but if the garment is +9 and higher, it gives 15% Neutral resist and +15 Flee.
Grants +10 Flee and makes Condensed Red, Yellow and White Potions 200% more effective. This is a very useful card if you have lots of Condensed Potions. It makes tanking an easier and less nerve-wracking experience.
If you have a Toy Syringe, either stick to Flamel for more potent Condensed Potion recovery or switch to this card, as it grants even more Flee. Each 10 Base AGI, Flee +3 and ASPD +1%. If AGI is 120 or higher, ASPD +1. Haunted Obsidians are found in the Illusion of Teddy Bear dungeon.
A great card for those that have +4 and below footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
AGI +4, Flee +8, VIT -4. More AGI and Flee means better Flee tanking. However, adjust your stats to compensate for the VIT penalty but at the same time, your base AGI must ALWAYS remain at 130. Insert this to any piece of equipment.
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.
File:Super Novice in Bio5.jpgSupport/Off-Tank build Super Novice helping the party's main tank by fending off a Kathryne Cheiron attacking from the rear in Tomb of the Fallen (Bio 5 / Nightmare BioLabs).
This build works best with a partner or in a party.
When soloing:
This build's soloing capability is limited due to its meager damage. It is better to go for a Melee build (see above) and sacrifice a bit of Flee for significantly increased damage. With high Flee, up to 6 enemies (40% flee penalty) can be tanked without much problems, though that number will vary depending on the enemies' Hit rate. You may get Super Novice Spirit and use a Template:Item List to enhance your autoattacks, but beware of the After-Cast Delay that comes after each autocast. In case you're being mobbed, cast Sightrasher to push away mobs, then cast Quagmire to slow down the mobs in order to escape.
When partnered with a DPS:
You'll double-duty as support and tank. First, the party window must be open at all times with the lock function activated and with buffs shown (type @showbuffs). Protect your partner and keep him/her alive at all costs. Buff, heal and cast Safety Wall or Pneuma on your partner and yourself when necessary, but be aware of your very low SP and the Cast Delay after casting some skills. Lure, but not too much - be aware of the Flee penalty. It's a 10% reduction of your max Flee for every additional monster if 2 are already attacking you. When 12 or more monsters are attacking you, your actual Flee is ZERO, no matter how much Flee you have. If you run into the unfortunate situation of luring too many monsters, hope that your partner is nearby and not busy or disabled. If not, cast Sightrasher to push the mobs away, then cast Quagmire to slow them down. This combo will either guarantee an escape, buy some time, or make killing mobs easier. When a particularly powerful monster (including MVPs) is aiming for your partner, draw the monster away. Make sure it is ALWAYS aggro'd on you, and let your partner kill it.
When in a party:
This time, you'll be both secondary support and tank, as your party is likely to have a main tank and at least one Arch Bishop (AB) as the main support. You'll be helping out the AB, being the secondary source of heals and buffs, providing additional Safety Walls and Pneumas and crowd control with Sightrasher and Quagmire. While doing support, you're also going to tank. While the main tank is luring monsters from the front, your job is to keep the monsters coming from the sides and rear from reaching and doing damage to your party, especially the main support/s and DPS, moreso if they're squishy. If the main tank is a Sura, there might be a few occasions that you'll have to provide cover while Steel Body is being recast. In case the main tank is disabled or has internet issues, you'll be the substitute. It is somewhat similar to when partnered with a DPS, except it's easier as you now have a whole party to more easily dispose of the monsters you lured while the main support heals.
As the main tank:
High Flee does most of the tanking work, not the Safety Wall spam or the "Steel Body on death" after accumulating over 5 billion EXP. Safety Wall is mainly used as an extra precautionary measure. However, in situations where you're surrounded by large numbers of enemies or when facing enemies with really high or increased Hit rates, like MVPs that have the skill "Power Up" (red lightning aura), Safety Wall spam is the way to go. As much as possible, going Steel Body must be avoided unless it is absolutely necessary, like in Bio5 or when fighting enemies with powerful magic spells like Nightmare Amon Ra's Meteor Storm spam and green aura Dracula and his overpowered Psychic Wave. If you die or if Steel Body expires, you can relog to regain the "Steel Body on death".
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 NoviceWORK 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 Jellymon Deep 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's Ghost 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
Amacitia 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.