User:Psoron
hello this is me awesome guide, yo.
Introduction
This guide serves as a basic overview of the Magic DPS Hyper Novice, including Leveling, Gear Progression and just some things here and there. This guide should help you to the gist of it and then go on from there.
Please note: If you are planning to make your first character a Hyper Novices, you are going to have some trouble in the early game due to Super Novices lack of actual Skills. It is still possible to reach Hyper Novice eventually, it just takes a while longer. Luckily, reaching Level 200 has been made easier some time ago, so it's not too bad anymore.
Note when reading this guide: All tables in this guide are collapseable, if you find something hard to read, just collapse a table! Equipment section can get busy at times!
General Overview
Hyper Novices are the 4th Job of the Novice. Breaking the tradition of learning Skills from all Basic Jobs, Hyper Novices instead learn completely new Skills, based on existing 2nd Job Skills, finally making them a class on their own instead of a meme Job. This unfortunately makes them less unique than before, however it's still possible to come up with fun and unique builds. While Hyper Novices can be either played as a Physical or as a Magic DPS Class (or even both!), this guide mainly focuses on the Magic DPS Build.
If you are looking for a more Physical oriented Build, please refer to this Guide by Jetago. For a more Generalized Overview, refer to this Guide by Rakugaki.
It might also not to hurt to give Choi's Guide To Magic a read, as it goes way more in-depth.
Status and Traits
Provides some extra carrying capacity if you so desire, but this can be mitigated with Gym Pass (6286) + Pushcart. | |||||
Usually not relevant early since you need those points elsewhere, but can be increased to 80~100+ later. | |||||
We are quite fragile so everything helps, especially in the early game. | |||||
yeag. | |||||
This is rather flexible due to the amount of Dex we get from Improve Concentration and Owl's Eye. | |||||
Provides a little bit of Status Matk. |
Pow does not contribute to our damage, so we don't put any points into it. | |||||
You are most likely to get hit by spells rather physical attacks. But you can put some points into it if you want. | |||||
See above. | |||||
yeag | |||||
yeag 2 | |||||
Similar to Pow, It does not increase our damage, therefore we don't put points into it. |
Status Overview
If you want a complete overview of Status and Trait Points, refer to this page: Stats.
But basically for Status Points:
- Str: Increases Melee (and marginally Ranged) Physical Damage. As a caster, we don't need that. However, Str also has the benefit of increasing our weight capacity. This is usually not needed since we have access to Enlarge Weight Limit and Pushcart.
- Agi: Increases Aspd and provides us with some additional Flee and SoftDef. You'd think increasing our Attack Speed is useless, however having an increased Attack Speed let's us finish our casting animation faster (any animation your character does is tied to Aspd) and allows us to cast, well faster. However with most 4th Job Skills, we are also bound by ACD.
- Vit: Increases our MaxHP by +1% per point. It also increases our SoftDef and also Healing Item effectiveness.
- Int: Our main Status. It increases our MaxSP, our SoftMDef and most importantly, our Matk. It also slightly decreases cast time by a tiny bit.
- Dex: Very important Status. It decreases our cast time by a lot and also provides us with a little bit of Matk and Aspd. It also slightly increases our SoftMDef.
- Luk: Increases Critical, Flee and Perfect Dodge and also, Matk. More than Dex in fact.
For Trait Points:
- Pow: Increases P.Atk, so it's useless.
- Sta: Provides a lot of Res, which reduces the amount of Physical Damage we take.
- Wis: Similar to Sta, except it increases our MRes which reduces Magic Damage.
- Spl: Very important. It increases our S.Matk which is basically Matk but better.
- Con: Increases Hit, Flee and most importantly S.Matk. Oh, and P.Atk, but we mainly put points into it for more S.Matk.
- Crt: Increases Critical Damage and Healing. Neither increases our damage so we don't want it.
Skills Overview
As a Hyper Novice, you have access to almost all 1st and 2nd Job Skills. This gives Hyper Novice a lot of utility since they have access to many Skills such as:
- Acolyte: Heal, Increase Agility, Blessing, Teleport
- Merchant: Enlarge Weight Limit, Pushcart, Discount, Overcharge, Repair Weapon
These are just a few, they have a lot more, but I wouldn't call them "useful" for convenience.
Hyper Novice Skill Trees
Since Hyper Novice don't have a 3rd Job Skill, it still referred to as their 4th Skill Tree. The first Job contains some of the basic 1st Job Skills and the second contains some of the 2nd Job Skills. Their 4th Job Skill Tree contains new and unique Skills, specifically tailored for them. It's divided between Physical and Magic Skills.
Relevant 4th Job Skills
I assume you already know what all 1st and 2nd Job Skills do, so I will only go into their 4th Skills in detail.
Self Study Tactics: Prerequisite for Overcoming Crisis.
Self Study Sorcery: Increases the damage of all our Skills + it increases our S.Matk by 1 per Skill Point.
Rule Break: Increases the damage of all your Magic Skills by a lot for 5 minutes. This should always be up or your damage suffers immensely. Costs 150 AP to use.
Meteor Storm Buster: Deals Fire damage in an area. Nice Skill and has nice effects, but unfortunately it tends to miss a lot due to RNG (similar to Meteor Storm). [Rule Break increase +50%]
Jupitel Thunderstorm: Deals Wind to the targeted enemy and everyone around it. Very good skill since it deals good damage and and doesn't require to ramp up. [Rule Break increase +70%]
Jack Frost Nova: Deals Water damage in an area. Very strong skill and our strongest due the amount of hits (1 + 24 in total at Level 10!). The initial cast deals slightly less damage than the explosion. All enemies (except Boss Type) also take additional damage from Water after getting hit by it. [Rule Break increase +70%]
Hell's Drive: Deals Earth damage around you. At Level 10 it has a pretty quick ACD (quite spammable) but the damage is on low end. Good to farm tho if you can one shot mobs with it. [Rule Break increase +70%]
Ground Gravitation: Deals Neutral damage in an area around you and lingers around for 5 seconds, dealing damage every 0.5 seconds. The aoe looks deceptively large but it's just 9x9 at Level 10 (similar to Jack Frost Nova). Initial burst deals quite a bit of damage it and the field that lingers deals also nice damage but just takes too long to get any value imo. Similar to Jack Frost Nova, enemies hit by it take additional Magic Damage (except Boss), they also are slowed a bit. "Technically" your second strongest skill in terms of numbers, but there's a catch... [Rule Break increase by only +50%]
Napalm Vulcan Strike: Deals Ghost damage to the targeted enemy and everyone around it. Very spammable and damage is ok, however it's your weakest Skill. Good for farming low level enemies from a far. [Rule Break increase +40%]
Overcoming Crisis: Increases your HP by A LOT + gives a some P.Atk and S.Matk. It also fully Heals you. Costs 50 AP to use.
Gear Progression
There are already many guides to Gear Progression. If you want an in-depth look please refer to Madame Celery's Guide to MuhRO and/or Choi's Guide To Magic as mentioned earlier. My guide will only focus on my recommendations. Please note that the Levels shown in the tables are not indictive to what you should have. Leveling ramps up quite a bit after Level 200 with Eden and Turn-Ins, so you might level extremely fast. It slows down around ~250 until 275.
Beginner
The Eden Equipment is enough to blaze through the beginning of the game. You can also grab the Eden Shadow Gear for free. Noteworthy is that we pick Paradise Dagger instead of Paradise Staff for our starting Weapon. We cannot cast Spells yet so Matk is useless. Better to get more extra Atk. Once you've become a Super Novice, get Paradise Super Novice Staff .
Eden Group | |||||
Eden Group | |||||
Npc | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group |
Starting Quest | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group |
Beginner - Early Game
At Level 100, we can get the Advanced Eden (Shadow) Equipment. Both sets boosts our damage slightly and gives us a bit more survivability. The new Advanced Shadow Equipment costs 20 Eden Coins to rent, but you should plenty after doing a few Quests. Unfortunately Costume Beginner Cap loses it's bonuses at Level 100.
Eden Group | |||||
Eden Group | |||||
Npc | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group |
Starting Quest | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group |
Early Game
At Level 150 you can get a pretty big upgrade in form of the Grace Set. The Equipment costs 20x Unknown Part per piece and in order to refine you need Grace Refine Ticket which costs 10x Cor Core . The set includes the sweet Grace Magic Boots [1] , which reduces your FCT by 0.5s! This doesn't sound like much, but it's huge once you become a Hyper Novices. You should also get Bacsojin Doll Hat-LT [1] , a headgear that further reduces your FCT by 0.5s. The reason why I recommended it over something like Survival Circlet-LT [1] is because it just needs Grade C in order to make use of it. It has a Refinement Hammer which uses very cheap and easily farmable materials and uses no Blacksmith's Blessing on use. You only need 1 to Grade it to C. If you cannot afford or farm the materials yet, keep using your Advanced Paradise Hat . Do not Illusion Morpheus's Hood [1] . This is a trap.
You can also upgrade your Shadow Weapon for a big damage boost. Get the Super Novice Shadow Weapon . In combination with Increase SP Recovery at Level 10 and fully refined, it gives you 60% Magic pierce. You can get the set if you want, but it's honestly not needed.
Bacsojin Doll Hat Reform (Requires Crafting Bacsojin Doll Hat [1] first) | |||||
Drops from Deadre (20932) | |||||
Drops from Plagarion (20932) and Venedi (20933) | |||||
Eden Group | |||||
Still good | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group |
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group | |||||
Eden Group |
Mid Game
At Level 210, get a Glacier Wand. You can craft it you want, but it's easier (and cheaper) to just buy it from other players. If you are still rocking a Advanced Paradise Hat , now's time to upgrade. Your next big target will be +11 {WO.Shadow Spell} {WO.Mage Lv3} {WO.Mage Lv2} Gray Wolf Robe [1] . It will be your BIS until Late - Endgame. You can also start beginning to craft your Moan of Corruption [1] , a very strong pair of Shoes. Grade them to +9 [C] Moan of Corruption [1] to gain the full effect of its -1s FCT. Once acquired, you will be able to instant cast with all your spells which is very strong. They will also be your BIS when refined and graded to +11~12 [A] Moan of Corruption [1] , so it's good preparing for that. You can also +11 [A] Bacsojin Doll Hat-LT [1] your headgear if you so desire, but it's not needed. For Garment, + 11 Convertible Magical Wing [1] is a solid choice, which can be further enhanced with Convertible Magical Armor [1] . Keep in mind in order to reap its full benefits, either equipment needs to be +12, so it's up to you if you want to go that route.
For Shadow Gear, you can get the full Super Novice Set. In addition to boosting your Fire, Wind, Water and Earth Damage, it also gives you 100% Magic pierce when fully refined (although I would advise against it, getting it to +9 is fine). You can also think of getting Costume Enchants. Your best enchant is the Super/Hyper Novice Set which consists of Super Novice Stone (Top) , Super Novice Stone (Mid) , Super Novice Stone (Low) and Hyper Novice Stone (Garment) . Keep in mind that these are expensive and rare. Your 2nd best option is the Archbishop Set. It's also a bit expensive but it's more accessible and still provides a decent boost.
Enchant: Super Novice Stone (Top) or Archbishop Stone (Top) | |||||
Enchant: Super Novice Stone (Mid) or Magic Power Stone (Mid) | |||||
Enchant: Super Novice Stone (Low) or Archbishop Stone (Low) | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange | |||||
Enchant: Hyper Novice Stone (Garment) or Archbishop Stone (Garment) | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange |
Late Game
There aren't many notable changes here. Replace your +9 Glacier Wand with +12 [A] Dim Glacier Wand [1] . This will be your BIS for the foreseeable future. You can also replace your Cor Core Booster / Cor Core Booster [1] and CD in Mouth with better options, but honestly, they are still fine. Picking up +9 [A] Vesper Headgear [1] will be your next goal. Do not replace your +9~11 [C] Bacsojin Doll Hat-LT [1] until your Vesper Headgear [1] is fully graded. You should also start grading your +9 [C] Moan of Corruption [1] to +9~10 [A] Moan of Corruption [1] for a big damage spike. You can pick up a +10 [C] Glacier Guard [1] . Gives good offensive/defensive stats.
Enchant: Super Novice Stone (Top) or Archbishop Stone (Top) | |||||
Enchant: Super Novice Stone (Mid) or Magic Power Stone (Mid) | |||||
Enchant: Super Novice Stone (Low) or Archbishop Stone (Low) | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange | |||||
Enchant: Hyper Novice Stone (Garment) or Archbishop Stone (Garment) | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange | |||||
Shadow Gear Exchange |
End Game
This will probably take you the longest. Most End Game Gear requires a lot of grinding and/or a lot of money and/or a lot of luck. Both Nebula Robe of Spell [1] and Stellar Spell Seal [1] are annoying to enchant. If you don't wanna bother with it, you can buy them both. Keep in mind that they are both VERY expensive. If you don't wanna bother with Stellar Spell Seal [1] , you can get Temple Rune Ring [1] instead. Also technically Engraved Soul Purification Rune Robe [1] is stronger than Nebula Robe of Spell [1] , however it will become your BIS in the future. So going for Engraved Soul Purification Rune Robe [1] is just a waste of time and money. You can also start getting rid of that old Shadow Gear and replace with either Master Shadow Gear or Blue Shadow Gear. While Blue Shadow Gear is stronger and more versatile, Master Shadow (Weapon and Shield) Gear will become BIS for you in the future. It also has the benefit of being universal, in case you want to create another Character that isn't a caster.
Enchant: Super Novice Stone (Top) | |||||
Enchant: Super Novice Stone (Mid) | |||||
Enchant: Super Novice Stone (Low) | |||||
Master Shadow Gear Conversion | |||||
Master Shadow Gear Conversion | |||||
Master Shadow Gear Conversion | |||||
Enchant: Hyper Novice Stone (Garment) | |||||
Master Shadow Gear Conversion | |||||
Master Shadow Gear Conversion | |||||
Master Shadow Gear Conversion |
True End Game
This section only is for futureproofing. Mainly HoL Gear, Time Gap and Master Class Shadow Equipment.
Enchant: Super Novice Stone (Top) | |||||
Enchant: Super Novice Stone (Mid) | |||||
Enchant: Super Novice Stone (Low) | |||||
Master Shadow Gear Conversion | |||||
Master Shadow Gear Conversion | |||||
(Unobtainable)
Enchants: Preferably S.Matk or Matk enchants. | |||||
Enchant: Hyper Novice Stone (Garment) | |||||
(Unobtainable)
Enchants: Preferably S.Matk or Matk enchants. | |||||
(Unobtainable)
Enchants: Preferably S.Matk or Matk enchants. | |||||
(Unobtainable)
Enchants: Preferably S.Matk or Matk enchants. |