Rakugaki's PvM Hyper Novice
WARNING | This guide is still a work in progress |
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Some of the info here is outdated or incorrect, and is currently being updated. |
Super Novice | |
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File:HN Chibi Male.png | |
Job base: | Novice |
Written By: | Rakugaki |
Overview
Work in progress
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.
Skills Overview
Hidden Skills | ||||||||
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Builds
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle 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.
Mage
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
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POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
Skills: Super Novice | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
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Super Novice
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Super Novice
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Cards and Pets
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Physical
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
Stats and Traits
Stat | Amount | Notes |
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STR | 100-120 | Main stat. Increases ATK and carrying capacity. |
AGI | 60-100 | Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting Poisoned. |
INT | 70-80 | Increases Max HP while reducing the chances of getting Silenced. |
DEX | 60-80 / 120 (Ranged Hyper Novice builds) | Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. |
LUK | 60-80 / 120 (Mega Sonic Blow builds) | Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 to get as much CRIT Rate as possible while waiting for level 250 to access the Super Novice chant (see Hidden Skills above). |
Trait | Amount | Notes |
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POW | 100 | Primary trait. Max this for the highest possible damage. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value. |
SPL | 0 | Not needed. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. |
CRT | 0 or 30-97 | Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. |
Skills
Skills: Physical | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
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You can use Eden Gear or choose from the list below...
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Cards and Pets
Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Melee Autospell (Leveling, WIP)
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 |
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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. |
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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.
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Strategy |
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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.
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. |
Flee Tank (Leveling)
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 |
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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". |
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Strategy |
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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.
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.
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.
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 - 180: HIGHLY RECOMMENDED! (Work in progress)
- After completing Mom's tutorial, go to Port Malaya (@go 34) and complete the Cautious Village. Buy 6 Template:Item List2 and 6 Template:Item List2 from the Tool Dealer Fruit, who is always nearby when warping to various towns. You will be above level 45, which is the minimum level required to become a Super Novice. Go to the Main Office @go 50, find the Job Changer and become a Super Novice.
- You may skip Mom's tutorial entirely and go straight to @go 34 if you wish.
- Orc/Goblin Village's reputation quests make leveling significantly faster and easier until around level 180, due to the quests giving absolutely HYPER MASSIVE amounts of EXP for very little effort, the only road block being the 1 hour cooldown after turning in each quest. There are 3 quests in Orc Village and 3 in Goblin Village, each requiring killing a variety of Orcs and Goblins. Steam Goblins, Rotar Zairos and Orc Archers are not included.
- To easily access Orc/Goblin Village, talk the Warper NPC, select Dungeons and select Orc Dungeon. Exit the dungeon, go east and find a cute little Orc Hut at Template:NewNaviLink where you'll find an Orc Lord. Meanwhile, the Goblin King is in the field to the south, across the river bridge and to the right, chillin' on top of a tree house at Template:NaviLink. Click on the Navi links to copy them and paste it to the in-game chatbox by holding CTRL and pressing V (Ctrl + V).
- If you're level 99 and below, turn in just one or two quests until you are Base Level 99 and Job Level 99, then upgrade to an Expanded Super Novice by talking to the Job Changer NPC in @go 50. Then turn in all the remaining quests and get all that sweet, sweet EXP.
Lv1 - Lv26
Doing the starter quest after creating your character will increase your base level from 1 to 15. Be sure to check every nook and cranny of the tutorial area for useful equipment and consumables. Choose to get the Template:Item List so you can gain access to Warm Wind. After finishing the starter quest, go to the Criatura Academy in Izlude (@go 5) and register. Go upstairs, find the Taekwon classroom, talk to the girl and get a Template:Item List. This is because the Taekwon Dobok will disappear once you become a Super Novice. Fight more monsters or do the rest of the Criatura Academy quests until you reach level 26.
Lv26 - Lv44
- Remember to type @autoloot or @autoloot 100. Mobs in Payon Dungeon is a decent source of early-game zeny, with Zombies dropping Opal (7% chance, 3000 zeny sell price) and Skeletons dropping Skull Ring (3% chance, 5000 zeny sell price)
- Go to Eden (@go 36 or @go eden), talk to Secretary Lime and register. Talk to Instructor Boya. Go to Payon Dungeon and exit. Talk to Eden Member Karl and he'll give you the quest to kill 15 Skeletons followed by 10 Poporings in Payon Dungeon. While doing his quests, kill everything you see.
Super Novice
Lv45 - Lv70
- Once you reach base level 45, go to the Main Office, talk to the Job Master NPC and switch your job to Super Novice. Afterwards, kill a few more monsters in Payon Dungeon. Or you can go to Orc Dungeon and kill one Orc Zombie for an instant 20 job levels. Immediately get level 10 Template:Skill List and Template:Skill List, and put the rest into Template:Skill List.
- Proceed to Orc Dungeon. Kill everything you see. But watch out for Drainliar's Blind attack, Steel Chonchon's Silence and Orc Zombie's Crit attack. If you're going to the 2nd level of Orc Dungeon, watch out for Orc Archers - those things can easily kill you.
- Once you hit level 50+, go back to Eden and talk to Instructor Boya for a quest in Orc Dungeon.
- As you level up, start maxing Template:Skill List, Template:Skill List and Template:Skill List.
Lv71 - Lv84
- At this point, it is highly recommended to have at least 300 Flee (when buffed) to more easily evade attacks from Evil Druid and Wraith.
- Go back to Eden and talk to Instructor Ur to get a quest for Glast Heim St. Abbey. Grab the Wraith and Evil Druid kill quests (71-85 board). Go to Glast Heim St. Abbey (Warper > Dungeons > Glast Heim > St. Abbey). Kill Wraiths and Evil Druids. You'll need to be more cautious this time, as these things hit hard. Watch out for the occasional Mimic and Wraith Dead.
- After completing the quests, go back to Eden and grab your level 60 Eden Set.
- You may also do the Cautious Village quest to speed things up a bit.
Lv85 - Lv99
- At this point, it is highly recommended to have at least 340 Flee (when buffed) to more easily evade attacks from most mobs in Gramps.
- Go to Eden and do the Gramps quest. The board and the cranky Gramps NPC are at the upper left side. The Gramps board quests consist of killing 400 of two kinds of monsters and has a 4-hour cooldown. Finishing this will give massive amounts of EXP. Inside each Gramps Field are the two monsters on the board plus 2-3 other kinds. The monsters on the board rotate each month, then the other 2-3 will usually remain the same.
- Stay inside Gramps until you've reached Job Level 99. Go back to the Main Office, talk to the Job Changer NPC and upgrade to an Ex. Super Novice, then turn in both quests.
Expanded Super Novice
This section is undergoing renovations.
Lv100-114
- Keep doing the 85-114 Gramps quests. When the Gramps quests are on cooldown, you can do Reno's Pure Energy Crystal quests (preferably Raydric) and Eden Group quests. Eden Group quests give Template:Item List2 which can be traded for Awakened Paradise Equipment, which can be enchanted.
- Banquet for Heroes, Terra Gloria and Illusion become available. Doing the quest chain of these three gives a good amount of experience and is a viable alternative to Gramps.
Lv115 - Lv120
- At this point, it is recommended to have at least 400 Flee (when buffed).
- Gramps will be the best way to go from level 115-144, as you'll most likely have a bit of difficulty killing monsters and soloing dungeons. When Gramps is on cooldown, you can continue to do Reno's Pure Energy Crystal quests, Eden Group quests and dailies from Banquet for Hereoes, Terra Gloria and Illusion.
Level 120-144
- Starting from here, more instances will be available for you to join as you level up. When Gramps is on cooldown, aside from the usual Reno Pure Crystal quests and Eden board quests, you can start joining Instances. Except for Ghost Palace (solo instances), it is recommended to join a party.
- At level 140, Phantasmagorica quests become available. They'll give access to the Last Room and Central Laboratory instances and the Verus Dailies.
Lv145 - Lv175
- Again, Gramps will be the best way to go, as killing monsters at these levels can get long, tedious and difficult. Try to loot the Bookclip of Memory that Antique Book drops, as they're mats for the Rideword Hat Quest and the Eden gathering quest.
- When Gramps is on cooldown, again, you may continue to do Instances, Reno's Pure Energy Crystal quests, Eden board quests and the aforementioned Banquet for Heroes, Terra Gloria daily quests.
- At level 150, Illusion of Abyss becomes accessible. It is a good place to level up. Bring Green Potions if the Ominous Permeters' Hallucation is too annoying.
- At level 160, Illusion of Luanda and Illusion of Twins become accessible. Both are good places to level up, but Illusion of Twins is usually the better choice because it has some valuable drops and gives way more EXP overall.
Lv175-200
- This is the toughest stretch before becoming a Hyper Novice. Hang in there!
- There are two main ways to level: Gramps 175-200 and Thanatos Tower 12. Thana12 requires at least level 180. It is highly recommended to bring Blue Potions and Guyak Pudding due to the fat chibi monsters frequently spamming Level 11 Decrease AGI and SP leech. Full Chemical Protection is recommended due to the mobs breaking armors and weapons.
- If Gramps 175-200 and Thanatos Tower 12 are too difficult or are on cooldown, Illusion of Twins and Illusion of Labyrinth are also good places to level, especially the former. In Illusion of Twins, there is an NPC, Seshin, who gives EXP after killing 100 monsters. Get all the unique drops here in case any Illusion equipment from here is needed.
Hyper Novice
200-215
- Illusion of Labyrinth - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
- Illusion of Underwater 2 - Bring Coldproof potions. Beware the
JellymonDeep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220. - Niflheim Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by
Rubik'sGhost Cube. - Rudus 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
200-240 (Alternate leveling)
- Thanatos Tower 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
215-230
- Amicitia Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
230-240
- 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.