Rakugaki's PvM Hyper Novice
发布时间:2026-10-07 | 浏览:1
All builds except Hybrid are good to go! However, both Melee and Ranged builds are still missing their Strategy sections because I'm still testing them out. Still, I hope you enjoy reading!
2 Skills Overview
3 Builds 3.1 Mage 3.1.1 Stats and Traits 3.1.2 Skills 3.1.3 Equipment 3.1.4 Cards and Pets 3.1.5 Tips and Tricks 3.2 Melee Physical 3.2.1 Stats and Traits 3.2.2 Skills 3.2.3 Equipment 3.2.4 Cards and Pets 3.2.5 Tips and Tricks 3.3 Ranged Physical 3.3.1 Stats and Traits 3.3.2 Skills 3.3.3 Equipment 3.3.4 Cards and Pets 3.3.5 Tips and Tricks 3.4 Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) 3.4.1 Stats and Traits 3.4.2 Skills 3.4.3 Equipment 3.4.4 Cards and Pets 3.4.5 Tips and Tricks
3.1 Mage 3.1.1 Stats and Traits 3.1.2 Skills 3.1.3 Equipment 3.1.4 Cards and Pets 3.1.5 Tips and Tricks
3.1.1 Stats and Traits
3.1.3 Equipment
3.1.4 Cards and Pets
3.1.5 Tips and Tricks
3.2 Melee Physical 3.2.1 Stats and Traits 3.2.2 Skills 3.2.3 Equipment 3.2.4 Cards and Pets 3.2.5 Tips and Tricks
3.2.1 Stats and Traits
3.2.3 Equipment
3.2.4 Cards and Pets
3.2.5 Tips and Tricks
3.3 Ranged Physical 3.3.1 Stats and Traits 3.3.2 Skills 3.3.3 Equipment 3.3.4 Cards and Pets 3.3.5 Tips and Tricks
3.3.1 Stats and Traits
3.3.3 Equipment
3.3.4 Cards and Pets
3.3.5 Tips and Tricks
3.4 Hybrid (Experimental Alice Hard tentacle farmer, meme in progress) 3.4.1 Stats and Traits 3.4.2 Skills 3.4.3 Equipment 3.4.4 Cards and Pets 3.4.5 Tips and Tricks
3.4.1 Stats and Traits
3.4.3 Equipment
3.4.4 Cards and Pets
3.4.5 Tips and Tricks
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 their 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.
This guide is tailor-made for MuhRO. There are things here which may not be found in other servers, such as the ability to use the +50 CRIT Super Novice chant as early as Base Level 45 / Job Level 1.
This skill will always trigger at Base Level 275. EXP cap is not required. Credits to Yami and Ocean Star for pointing this out! /ene
Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, and doesn't require Spirit Spheres or anything. Very useful for Melee builds, especially those focusing on Mega Sonic Blow. This hidden skill has many perplexing mysteries, explained below.
Enter the following text in public chat (Send to all) to gain Critical Explosion status:
Dear angel, can you hear my voice?
Insert random text here
Help me out~ Please~ T_T
Insert random text here
To quickly cast, put these lines in macro (ALT+M). To cast it:
1 - Spam the chant 5x to trigger. There will be a 1-minute cooldown afterwards. If it doesn't work at all even at max level, see step 4.
2 - Spam the chant 2x so there will be a consistent 1-minute cooldown.
3 - When changing maps or relogging, repeat step 1.
4 - There will be a few occasions where it will not work at all for some reason. If this happens, change maps or relog, then try again.
5 - The 2nd line is buggy. Instead of typing your name, you can type in other things too.
6 - Even a totally new Super Novice at Base Level 45 and Job Level 1 (or 45/1), can use the chant! Free +50 CRIT that early! The ability to use it disappears at 99/99, but it is regained at 100/1 when upgrading to Expanded Super Novice.
Click on the left GIF to witness GaoSuper activating his fury from within. Click on the right GIF to witness GaoSuper also activating his fury from within. However, notice the 2nd line doesn't use his real name. HAIL GAOSUPER!!!
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 builds - Mage, Melee, Ranged, and Hybrid.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Hyper Novice that suits you best.
Click here for a more specialized and in-depth guide on Magic Hyper Novices: Psoron's Magic Hyper Novice Guide Click here for a more specialized Wind/Water-focused guide: Thunder_and_Rain_HN_Luxury_Sub-Guide_by_Sophie/Joan The Super Novice can take one of two routes - Magic 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 Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).
Stats and Traits
After getting promoted to Ex. Super Novice, reset all skills.
Notice: The skill has a tendency to push enemies to the upper right.
LV 1 weapon: Iron Ore LV 2 weapon: Iron LV 3 weapon: Steel LV 4 weapon: Rough Oridecon Armors: Steel
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.
Fixed Cast Time: 1.5 seconds Skill cooldown: 2.5 seconds Aftercast Delay: 0.3 seconds
Fixed Cast Time: 1 second Skill cooldown: 2 seconds, 1.5 seconds with Time Gap Hyper Staff [2] (550152) Aftercast Delay: 0.5 seconds Max AoE of 9x9 and max of 10 hits at level 9.
Fixed Cast Time: 1.5 seconds Skill cooldown: 3 seconds Aftercast Delay: 0.3 seconds Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
Fixed Cast Time: 1 second Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10 Aftercast Delay: 1 second Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
Fixed Cast Time: 1.5 seconds Skill cooldown: 5 seconds Aftercast Delay: 1 second (level 10), UTTER PAIN below level 9 Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
Fixed Cast Time: 1 seconds Skill cooldown: 0.3 seconds Aftercast Delay: 0.5 seconds
Fixed Cast Time: 1.5 seconds Skill cooldown: 2.5 seconds Aftercast Delay: 0.3 seconds
Fixed Cast Time: 1 second Skill cooldown: 2 seconds, 1.5 seconds with Time Gap Hyper Staff [2] (550152) Aftercast Delay: 0.5 seconds Max AoE of 9x9 and max of 10 hits at level 9.
Fixed Cast Time: 1.5 seconds Skill cooldown: 3 seconds Aftercast Delay: 0.3 seconds Max AoE of 9x9 at level 6, but max number of hits (12) at level 10. Short Aftercast Delay.
Fixed Cast Time: 1 second Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10 Aftercast Delay: 1 second Max AoE of 9x9 at level 10. Short-ish Aftercast Delay
Fixed Cast Time: 1.5 seconds Skill cooldown: 5 seconds Aftercast Delay: 1 second (level 10), UTTER PAIN below level 9 Max AoE of 9x9 at level 7. Aftercast Delay is significantly reduced at level 9 and above.
Fixed Cast Time: 1 seconds Skill cooldown: 0.3 seconds Aftercast Delay: 0.5 seconds
Holden (slotted)
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.
Noblesse Magic Boots [1] (470017)
Noblesse Magic Manteau [1] (480014)
Noblesse Magic Ring [1] (490015)
Imperial Magic Boots [1] (470019)
Imperial Magic Manteau [1] (480017)
Imperial Magic Ring [1] (490018)
Grace Magic Boots [1] (470021)
Grace Magic Manteau [1] (480019)
Grace Magic Ring [1] (490020)
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
Phantom of Masquerade [1] (400044)
Phantom Cap-LT [1] (400265)
Brilliant Light Sapphire Ring [1] (490064)
Brilliant Light Sapphire Necklace [1] (490065)
IMPORTANT NOTICE: Swapping headgears while the buff is active will remove it! Use Cart Boost wisely, or try getting 120 AP in 90 seconds or less to mitigate the problem.
Circulation of Life Autumn [1] (480351) with Life of Autumn (Intelligence) (313018)
Spell Signet of Star [1] (490136) with Star Cluster of Intelligence Lv5 (313038)
Signet of Circulation Autumn [1] (490485) with Signet of Spell Lv5 (312996)
There will be a huge increase in power at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast.
When paired with Time Dimensions Rune Crown (Hyper Novice) [1] (400545) , it greatly boosts Napalm Vulcan Strike damage and has a 50% chance to autocast Soul Vulcan Strike, but requires high ASPD (175+), ACD reduction (30% and above), and smartcast for maximum effectiveness. Jack Frost Nova and Jupitel Thunderstorm are still decently strong even if this weapon doesn't buff them at all.
When both are refined to +9, they grant numerous bonuses that improve quality of life in exchange for decreased power, by around 5-10% compared to Magical Spell Shadow Weapon (24753) and Magical Spell Shadow Shield (24754) above. Gain increased HP, SP, stats, ASPD, and SP recovery while decreasing VCT and SP consumption. This more basic combo actually makes Napalm Vulcan Strike builds stronger due to the ASPD increase compared to Magical Spell Shadow Weapon (24753) and Magical Spell Shadow Shield (24754) . Meanwhile, Jupitel Thunderstorm or Jack Frost Nova builds will feel "lighter", because spamming multiple spells becomes faster and easier with increased ASPD, which also makes responding to whatever comes your way even better. It also works very well with the Yordos Judge Card (300522) / Yortus Conjurator Card (300529) combo, providing a lot of VCT reduction so you won't have to deal with the obscene SP costs due to high DEX! Now that's a lotta damage quality of life improvements! Enchant with MATK against monster size or ASPD.
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Equip the item with the skill. In this case, Adventurer's Backpack [1] (2576)
Re-equip the default gear.
Lichtern Yellow Card (4600) Tikbalang Card (4586) Lichtern Blue Card (4597) Lichtern Red Card (4599) Lichtern Green Card (4598)
Tikbalang: Wind
Fulgor Card (300259) Litus Card (300255) Vanilaqus Card (300257) Fillia Card (300256)
Plagarion: Neutral
Vanilaqus: Water
Abysmal Sropho Card (300140) Arch Plasma Card (300010) Brinaranea Card (27324) Blue Pitaya Card (300124) E-EA1L Card (27320) Red Pitaya Card (300106) Spectrum Plasma Card (300009)
Magic Poisoned Plaga: Neutral.
Deep Sea Sropho: Wind, but cheaper
Arch Plasma: Wind
Brinaranea: Water, but slightly cheaper and without the need for high refines.
Blue Pitaya: Water
E-EA1L: Fire, but cheaper
Red Pitaya: Fire
Spectral Plasma: Ghost
Arc Elder Card (4629) Abysmal Phen Card (300149) Faceworm Larva Card (27167) Nightmare Ancient Mummy Card (4657) Cave Flower Card (300372)
Purple Pitaya: Neutral
Arc Elder: Earth
Deep Sea Phen: Wind
Faceworm Larva: Water
Nightmare Ancient Mummy: Fire
Cave Flower (not implemented): Ghost
Bloody Butterfly Card (4327)
Firewind Kite Card (300222) Headless Mule Card (27125) Calmaring Card (300364) Mavka Card (27161) Lava Toad Card (300216) Ash Toad Card (300211) D.Y Card (27262) Ashhopper Card (300218) Jeweliant Card (300006) Crow Baron Card (300267) Crow Duke Card (300268)
Elvira: Wind and Ghost (20%)
Firewind Kite: Wind (35%) Left accessory
Headless Mule: Water (20%)
Calmaring: Water (35%)
Mavka: Fire and Earth (20%)
Lava Toad: Fire (35%) Left accessory
Ash Toad: Earth (35%) Left accessory
Ashhopper: Neutral (35%) Left accessory
Dwigh: Neutral (20%)
Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with Ungoliant Card (4336)
Crow Baron (level 200+): Fire and Wind (15%)
Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
Archbishop Stone (Low) (1000859) Archbishop Stone (Garment) (25709)
Cast Stone (Garment) (25067)
High Wizard Stone (Mid) (25454) Super Novice Stone (Garment) (1001326)
Super Novice Stone (Mid) (1001328) Super Novice Stone (Low) (1001329) Hyper Novice Stone (Garment) (1001489)
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.
Roween Egg (9104) : MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead.
Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
White Knight Egg (9134) : MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a Mutated White Knight Egg (9133) to get this. The best pet for this build.
Tips and Tricks
Path 1: Questing Route
1-20 Prontera Field / Culvert, grab Eden stuff
20-45 Payon Dungeon, activate Manual at level 40
45-70 Orc Dungeon, max Fire Ball
70-99 Glast Heim Monastery, Malaya Quest, DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!
100-125 16.1 Banquet for Heroes , grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest.
125-150 16.2 Terra Gloria , grab some Schwarzwald honor token quests, get Imperial Equips
150-170 17.1 Illusion , farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft Freedom Stick [2] (550080) , then upgrade to Patent Freedom Stick [2] (550081) to make life so much easier. Level up in Illusion of Teddy Bear
170-200 17.2 Sage Legacy , level up via Illusion Dungeons
200-210 18 Direction of Prayer , Nif1, Rudus4 (requires completing 17.1 Illusion )
210-230 19 Isgard Land of Snow Flowers , Ami1, Ami2 at 230
230-250 20 The Immortal , Nif2 at 240
250-275 21 Age of Heroes , Garden of Time , Varmundt's Biosphere , Varmundt's Biosphere Depth if there are Depth Parties
Path 2: GaoSuper (1-200) Special thanks to GaoSuper for granting permission to use his videos! Time stamps will be added soon. HAIL GAOSUPER!!!
Timestamps and explanations (currently simplistic, will add more details later):
0:00 - character creation
0:20 - start, beginner quest
1:55 - Stat distribution (/dex+ 99), Payon Dungeon
More coming soon!
1-10 Beginner Tutorial, Prontera Field / Culvert, grab Eden stuff at level 10
10-40 Payon Dungeon. Grab 1-39 Eden Quests. Activate Manual at level 40. Having a Ceremonial Sword (13440) from Old Glast Heim and Marine Sphere Card (4084) to enable Magnum Break can make leveling a little easier.
40-70 Max Fire Ball, grab Orc Zombie, Orc Skeleton and Zenorc Eden Board Quest and go to Orc Dungeon. After killing Orc Zombie, head southeast for the Orc Skeletons and Zenorcs. Beware the Orc Archers. Change job to Super Novice at Base Level 45.
70-99 Glast Heim Monastery, Malaya Quest, DON'T CHANGE JOB UNTIL YOU REACH JOB LEVEL 99!!!
100-120 16.1 Banquet for Heroes , grab some honor token quests, get Noblesse Equips. Turn in Malaya Quest. There are multiple routes for leveling: 100-110: Exit Thor Dungeon > Magmaring > Go East for Drosera/Muscipular 100-110: Ice Dungeon > Siroma > type @lw and exit > Desert Wolf > Go down south for the Hill Winds > Go east for the Kobolds 110-120: Ice Dungeon > Siroma > Head to the center and target Snowier > Head north and destroy Ice Titans and Gazeti 100-120: Illusion of Moonlight
100-110: Exit Thor Dungeon > Magmaring > Go East for Drosera/Muscipular
100-110: Ice Dungeon > Siroma > type @lw and exit > Desert Wolf > Go down south for the Hill Winds > Go east for the Kobolds
110-120: Ice Dungeon > Siroma > Head to the center and target Snowier > Head north and destroy Ice Titans and Gazeti
100-120: Illusion of Moonlight
125-150 16.2 Terra Gloria , grab some Schwarzwald honor token quests, get Imperial Equips 120-140: Eden Board Quests 120-140 120-130: Illusion of Frozen 130-150: Illusion of Vampire. Save the Carnium (6223) . You can turn them to Elunium (985) , then Etherium (1000331) at the later parts of the game.
120-140: Eden Board Quests 120-140
120-130: Illusion of Frozen
130-150: Illusion of Vampire. Save the Carnium (6223) . You can turn them to Elunium (985) , then Etherium (1000331) at the later parts of the game.
150-170 17.1 Illusion , farm Cor Core and Unknown Parts, get Grace Equips and some MATK OS Headgear and Rutilus Stick-OS. If possible, get enough zeny to buy/craft Freedom Stick [2] (550080) , then upgrade to Patent Freedom Stick [2] (550081) to make life so much easier. 150-160: Illusion of Teddy Bear 160-170: Illusion of Luanda or Illusion of Twins if you're feeling brave (the ants hurt a lot unless you have high Flee)
150-160: Illusion of Teddy Bear
160-170: Illusion of Luanda or Illusion of Twins if you're feeling brave (the ants hurt a lot unless you have high Flee)
170-200 17.2 Sage Legacy , level up via Illusion Dungeons 170-180: Illusion of Twins 170-190: Illusion of Labyrinth 180-190: Illusion of Underwater 2 190-230: Abyss4, Odin Past and Einbech3. Lots of quests means lots of heirlooms and eden coins!
170-180: Illusion of Twins
170-190: Illusion of Labyrinth
180-190: Illusion of Underwater 2
190-230: Abyss4, Odin Past and Einbech3. Lots of quests means lots of heirlooms and eden coins!
200-210 18 Direction of Prayer , Nif1, Rudus4 (requires completing 17.1 Illusion ) 200-210: Nif1, Rudus4, or continue with Abyss4 and Einbech3
200-210: Nif1, Rudus4, or continue with Abyss4 and Einbech3
210-230 19 Isgard Land of Snow Flowers , Ami1, Ami2 at 230 210-230: Abyss4, Odin Past or Einbech3 are still the best.
210-230: Abyss4, Odin Past or Einbech3 are still the best.
230-250 20 The Immortal , Nif2 at 240 230-240: Amicitia 2 or Ami2 for short. So far, this is the MOST PAINFULLY SLOW PART , made worse by those annoying NAPEOs teleporting like it's going out of style and slowing down your progress. Thankfully, Hyper Novices can go to Ami2 directly via Warp Portal. Type /memo at Ami2's entrance and you can freely warp there. Such is the quality of life of Hyper Novices and Cardinals. ALWAYS MAKE A BEELINE FOR NAPEO BEFORE THEY TELEPORT. Everything else is collateral damage. 230-240: Abyss4, Odin Past or Einbech3 are still viable, though it may take a bit longer to level up compared to Ami2. However, getting a lot of heirlooms and eden coins is still enticing. 240-250: Nif2. Slower leveling but easier for the less geared. Mobs give around half the EXP compared to Varmundt's Biosphere . However, Grotes drop the highly coveted Bloody Branch (12103) in exchange, and you should get more of them with the 48% increased drop rate at level 240. If you want to level up faster though, make sure you're geared enough for... 240-250: ...Biosphere A and B. The horrible and NASTEA Ami2 slog is finally over! Leveling is far easier because the dungeons are VERY CROWDED with tons of mobs, the kill quest is generalized unlike Ami2 where you need to kill X number of specific mobs, and if you're strong enough, turning in a quest should take no longer than 2mins most of the time, compared to Ami2's 3-5mins depending on your luck with Napeo the Teleport addict. Pick a dungeon of your liking - all the dungeons have mobs that give more or less the same amount of EXP (65 - 71M), and kill quests that give the same amount of EXP, despite Fire, Ice, Grass and Death mobs having ~15M less HP than Temple, Soul and Venom mobs.
230-240: Amicitia 2 or Ami2 for short. So far, this is the MOST PAINFULLY SLOW PART , made worse by those annoying NAPEOs teleporting like it's going out of style and slowing down your progress. Thankfully, Hyper Novices can go to Ami2 directly via Warp Portal. Type /memo at Ami2's entrance and you can freely warp there. Such is the quality of life of Hyper Novices and Cardinals. ALWAYS MAKE A BEELINE FOR NAPEO BEFORE THEY TELEPORT. Everything else is collateral damage.
230-240: Abyss4, Odin Past or Einbech3 are still viable, though it may take a bit longer to level up compared to Ami2. However, getting a lot of heirlooms and eden coins is still enticing.
240-250: Nif2. Slower leveling but easier for the less geared. Mobs give around half the EXP compared to Varmundt's Biosphere . However, Grotes drop the highly coveted Bloody Branch (12103) in exchange, and you should get more of them with the 48% increased drop rate at level 240. If you want to level up faster though, make sure you're geared enough for...
240-250: ...Biosphere A and B. The horrible and NASTEA Ami2 slog is finally over! Leveling is far easier because the dungeons are VERY CROWDED with tons of mobs, the kill quest is generalized unlike Ami2 where you need to kill X number of specific mobs, and if you're strong enough, turning in a quest should take no longer than 2mins most of the time, compared to Ami2's 3-5mins depending on your luck with Napeo the Teleport addict. Pick a dungeon of your liking - all the dungeons have mobs that give more or less the same amount of EXP (65 - 71M), and kill quests that give the same amount of EXP, despite Fire, Ice, Grass and Death mobs having ~15M less HP than Temple, Soul and Venom mobs.
250-275 21 Age of Heroes , Garden of Time , Varmundt's Biosphere Depth if there are Depth Parties 250+: Unknown Blue Hole or Niflheim Pumpkin Farm . 250+: Varmundt's Biosphere Depth if you're strong enough. Always keep distance from annoying stripper Lava Toads! They've been badly influenced by Ifrit the Full Stripper. Always remember to turn-in every 300 kills!
250+: Unknown Blue Hole or Niflheim Pumpkin Farm .
250+: Varmundt's Biosphere Depth if you're strong enough. Always keep distance from annoying stripper Lava Toads! They've been badly influenced by Ifrit the Full Stripper. Always remember to turn-in every 300 kills!
Super Novice has absolutely atrocious HP and SP pools until level 99. Without the help of equipment and costumes like C. Beginner Cap (20307) , your HP and SP will be less than 1000 and 300 respectively. Because of this, 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 ~1000 HP. It's better to evade attacks instead of taking a hit with such low HP.
Focus more on hit-and-run tactics by leveling up quick-cast skills like Fire Ball instead of slow-casting bolt spells.
Skills like Safety Wall and Pneuma Pneuma iei will help you survive in dangerous situations but will cost a lot of skill points. It will be useful for quite a long time, even all the way until you're a Hyper Novice if you use them well.
DEX will be your primary stat, very closely followed by INT, so Variable Casting Time will be reduced.
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!
Always be on the move! Keep moving, don't get hit, and survive! Once you reach Base Level 99, you'll get an extra +2000 Max HP for your troubles.
Don't upgrade to Ex. Super Novice until you reach Job Level 99.
Ex. Super Novice
This is the deadly part, and I think a lot of people who try the class will give up here. The struggle IS REAL especially if Hyper Novice is the first or one of the first characters you make. Correct me if I'm wrong though!
Soloing isn't too difficult from 100-150, then the difficulty ramps up quickly at 150 onwards due to the lack of strong 3rd job skills. Level 5 Psychic Wave will make life a lot easier, but it needs a +7 Patent Freedom Stick [2] (550081) , and it can be obtained here: Ancient Hero / Patent / Hero-LT Weapons . Once you break through this challenging phase, especially if you don't have Patent Freedom Stick [2] (550081) , you'll feel a MASSIVE surge of power once you become a Hyper Novice and reach Job Level 7 and above.
As you gain levels, allocate more points to DEX in order to reduce VCT (Variable Cast Time) as much as possible, with INT not far behind. It is highly recommended to do the episode quests listed above, as they'll give you access to equipment sets that can reduce your VCT by up to 10% (Grace Set) and FCT (Fixed Cast Time) by 0.5 seconds, which is very helpful considering the long 1.5-second FCT of AoE skills like Storm Gust and Lord of Vermilion, and the even more abhorrent VCT of some skills reaching up to freaking 6.3 seconds! At least it isn't as bad as Fenrir , who can take a full minute to cast Varetyr Spear.
AGI is still your primary survival stat, but some VIT can now help with a much better HP pool. Most monsters up to level 200 can have up to around ~550 Hit at most. Try to have 550 Flee or more if possible. Type @mi monstername for more info on a particular monster. If Hit - Flee = 100 or more, you'll ALWAYS be hit. But even if you think having tons of FLEE is going to work, it isn't, because there is a FLEE PENALTY . If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters.
If Hit - Flee = 100 or more, you'll ALWAYS be hit.
But even if you think having tons of FLEE is going to work, it isn't, because there is a FLEE PENALTY . If at 3 monsters are attacking you, there's a 10% penalty, so 500 Flee becomes 450. 4 monsters - 20% penalty, until the maximum 100% penalty at 12 or more monsters.
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.
Magic Hyper Novices are very reliant on skill and sometimes buff rotation for maximum damage and effectiveness. All skills have completely different elements (duh Raku), ACD, CD, VCT, and FCT, making proper rotation quite tricky, especially in fast-moving situations like farming in Depth1 and Depth2. Below are some suggested skill and buffing rotations. Slashed skills mean they're optional or can be inserted into the combo with sufficient ACD reduction and ASPD, preferably over 40% and above 174 respectively.
Buffing rotation: Every 90 seconds: Magnificat, Impositio Manus, Shield Spell, Cart Boost in any order Every 180 seconds: Improve Concentration, Blessing, Increase Agility, then Magnificat, Impositio Manus, Shield Spell, Cart Boost, in any order To make buffing rotations easier, you can remove one or more of the following skills, indicated by a slash. Cart Boost cannot be removed, unless you have an oversupply of Guyak Pudding (12710) . If you have sufficient SP regeneration or a lot of SP potions, remove Magnificat. If you think MATK+25 is too insignificant, remove Impositio Manus. If you have HP regeneration, sufficient healing, or lots of HP potions, remove Shield Spell.
Skill rotation 1: Jack Frost Nova build based on the skill build above with end-game gear - Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Time Gap Hyper Staff [2] (550152) combo. This rotation requires at least 30% ACD and 160 ASPD. The idea is to cram as many skills as possible within the duration of Jack Frost Nova. This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly. (Start) Jack Frost Nova > Jupitel Thunderstorm > Ground Gravitation > Hell's DriveHell's Drive > Jupitel Thunderstorm ---> Jack Frost Nova > Hell's DriveHell's Drive > Jupitel Thunderstorm > Hell's DriveHell's Drive > Hell's DriveHell's Drive (End)(Repeat)
Skill rotation 2: Jack Frost Nova build based on the skill build above with late-game gear - fully enchanted Dim Glacier Wand [1] (550089) with Vesper Headgear [1] (400111) . This is the best rotation I found so far when testing DPS in dummies. When in actual combat, adjust accordingly. (Start) Jack Frost Nova > Jupitel Thunderstorm > Ground Gravitation > Hell's DriveHell's Drive x3 ---> Jack Frost Nova > Jupitel Thunderstorm > Hell's DriveHell's Drive x4 (End)(Repeat)
Skill rotation 3 (WIP): Napalm Vulcan Strike build - Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Dimensions Hyper Rod [2] (550133) combo. Start with an opener to soften up the mobs a bit, followed by spamming the skill until the opener's duration ends. Spray enemies with a barrage of angry thoughts. If Time Dimensions Rune Crown (Hyper Novice) [1] (400545) + Dimensions Hyper Rod [2] (550133) are equipped, add angry souls to the mix. When in actual combat, adjust accordingly. (Start) Jack Frost Nova or Ground Gravitation then spam Napalm Vulcan Strike (End)(Repeat)
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.
2 - Use Brilliant Protection Scroll (23204) so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). The One Potion (50035) is even better.
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
Enemy no. 1 - Lava Toads. If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast Full Chemical Protection, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
Enemy no. 2 - Fatums. They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with Lightning Bolt, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
Enemy no. 3 - The Waterborne, Kapha and Anolian. Kapha usually doesn't initiate with Water Ball, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, Sonic Blow, Diamond Dust, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail. These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast Quagmire, removing Increase Agility, Improve Concentration, and Cart Boost and reducing DEX and AGI. Really annoying because you need to recast those skills, but Guyak Pudding (12710) fixes that problem. Pom Spiders can occasionally cast Spider Web (Fiber Lock) when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's Fire Wall.
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.
1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP.
2 - Use Brilliant Protection Scroll (23204) so you won't get 1-shot by Moskrillos and Salamanders. The One Potion (50035) is significantly better.
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
Enemy no. 1 - Salamanders. KILL ON SIGHT, even if they're alone! These annoying fire lizards are almost always the main reason for dying here due to Earthquake. But if they don't cast Earthquake first, then their CRIT Attack is almost a guaranteed kill. Again, KILL ON SIGHT!!!
Enemy no. 2 - The Graspers/Pullers, Frozen Gargoyle and Ancient Tree. In a place where mobs hit like a truck with a serious urge to isekai, and can occasionally "combo" with the Fiber Lockers, getting pulled to the wrong place at the wrong time can be certain death. Kill these two, especially the more dangerous and Grasp-Happy Gargoyle that can cast Frost Nova.
Enemy no. 3 - The Windborne Moskrillo and Blue Acidus. Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful Lightning Bolt and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast Thunder Storm and Jupitel Thunder in quick succession.
Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr because my goodness, they cast Spider Web (Fiber Lock) like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around.
Enemy no. 5 - Naga. They have Brandish Spear, but Water Ball is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball.
Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so.
Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage.
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Ch1Gefenia parties at the moment, or if parties are full. This is based on my experience having entered the Eroded Badlands multiple times solo and in a party, and will change over time. This place would've been not too difficult if it weren't for those meddling Toxits!
1 - Get powerful equips (decently enchanted 275+/end-game is highly recommended) and have at least 80,000HP.
2 - Use Brilliant Protection Scroll (23204) so you won't die due too quickly when dealing with Toxit Monsters. The One Potion (50035) is better. True One Potion (50036) is highly recommended for a full hour of torture fun time in hell paradise!
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
Enemy no. 1 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone! (my made up) Legends say that when a Toxit is near, Ravel's Le Gibet from Gaspard de la Nuit starts playing... Those who encountered the Toxit whispers... I mean you can try going in and let Toxit Phantom Thrust you. Quite fun when you get pulled around and die 2 screens away... I even prefer going Renovated Upper Rgan (300379) than [MVP] Golden Thief Bug Card (4128) to survive Toxit... What element is the best there? Holy? Fire? Holy. But toxit will destroy you... Power Up is a monster skill that triples Hit AND ATK rate for 30 seconds, increasing this drunken toxi c t ree's Hit from 723 to 2169 and ATK from 28-42k to 84-126k! But it has the downside of making them easier to kill, as they take triple damage. They're almost always the main reason for dying here because they cast Power Up when they see you, followed by either Pulse Strike or pulling you in with Phantom Thrust, then finishing you off with Pulse Strike. Always stay away from Toxit Monsters even as it pulls you towards it, and deal with it ASAP!
Enemy no. 2 - Lunarina. These souped up Loli Ruris have Howling of Mandragora, which will SIGNIFICANTLY slow down your casting for 30 seconds if it connects, and even skills that are instant cast will suddenly have a 1 second cast time! High VIT and/or LUK decreases the chances of getting howled on, but be careful if a Succubus casts "All Stats Down". Once you see them casting (a smaller red square), INTERRUPT IT ASAP , EVADE AT ONCE , or one-shot them if possible. Based on my experience, they're not that much of a threat when soloing as long as you're paying attention - they're quite squishy compared to others, so interrupt and kill them. But in parties, a single Lunarina has the potential to almost totally shut down a bunched-up party because everyone now has a cast time, INCLUDING INSTANT CAST SPELLS LIKE Improve Concentration, FOR 30 SECONDS. Find'em quick, kill'em quick, before everyone gets howled on. Maybe designate someone as a Lunarina spotter. When howled on, Lauda mus te. Benedecimus te. Adoramus te.
Enemy no. 3 - High Incubus. A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting a rather strong Soul Strike of Darkness.
Enemy no. 4 - High Succubus. Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Having 100% VCT Reduction and keeping distance from enemies should mitigate its effects. Like the Lunarina, they're squishy, and if you think "All Stats Down" is a downer, be tempted to dispose of them quickly.
Enemy no. 5 - Chief Knight of Abyss. Having High Flee (preferably over 900) should be enough to deal with its powerful Spiral Pierce... most of the time. Because even with infinity Flee, there will ALWAYS be a 5% chance for attacks to hit. They cast Earthquake at low HP, but it takes a long time for them to do so. Simply move away, which is easier said than done if puller mobs like Toxits and Shadiests are around. Or kill before it can cast Earthquake.
Enemy no. 6 - Bloody Slasher. High Flee and constantly moving should solve most problems. In addition to Ignition Break from their adult forms, they have Break Equipment Skills and likes casting them too. They're the tankiest of the bunch in this Eroded Bad Land.
Enemy no. 7 - Shadiest. Has Break Armor, a pull in the form of Phantom Thrust and loves casting Quagmire. Guyak Pudding (12710) solves the Quagmire problem, but Phantom Thrust can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's Phantom Thrust and Quagmire.
The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no Zero Cell parties at the moment, or if parties are full. This is based on my experience having entered the dungeon just once as of now, and will change over time.
1 - Get POWERFUL, HEAVILY-ENCHANTED END-GAME equips, preferably with the most important gears at +15, and have at least 80,000HP.
2 - Use Brilliant Protection Scroll (23204) so you won't die due too quickly, though you will still die real fast anyways. The One Potion (50035) is better. True One Potion (50036) is highly recommended.
3 - If your DPS is just merely adequate to survive here, watch out for the Arch Bishop, because it looks like they're the only ones smart enough to cast Adoramus from a distance. The rest, including the Sorcerer for some reason, seem to use their skills only when they get up close and personal. Because of this, it may be possible to kite them and slowly finish them off. Find a big-enough space and get ready to play a long game of "Ring Around the Rosie" with extremely dangerous and deadly 3rd job mobs. Oh what fun it is to ride in the Zero Cell Carousel. OF DEATH!!!
This is a bug. They'll unleash a world of hurt when they see you.
For a much better and more comprehensive guide on Melee Build Hyper Novices, check out Melee Hyper Novice Guide by Jetago
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. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
Double Bowling Bash will be shortened to DBB Mega Sonic Blow will be shortened to MSB
Stats and Traits
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a Sidewinder Card (4117) , enabling Double Attack on any weapon.
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
Your main source of DEX and AGI at higher levels. Max this.
Once you're an Expanded Super Novice (ESN), get Raid (Sightless Mind) (17 skill points) then reskill.
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 easier. Set Raid to TurboKeys and place Hiding right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
Once you're a Hyper Novice (HN), Max Double Bowling Bash (15 skill points) then reskill.
Holden (slotted)
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.
Noblesse Attack Boots [1] (470016)
Noblesse Attack Manteau [1] (480012)
Noblesse Attack Ring [1] (490014)
Imperial Attack Boots [1] (470018)
Imperial Attack Manteau [1] (480016)
Imperial Attack Ring [1] (490017)
Grace Attack Boots [1] (470020)
Grace Attack Manteau [1] (480018)
Grace Attack Ring [1] (490019)
Brilliant Light Ruby Ring [1] (490056)
Brilliant Light Ruby Necklace [1] (490057)
Circulation of Life Spring [1] (480349) with the Life of Spring (Strength) (313012) enchant,
Power Signet of Star [1] (490132) with Star Cluster of Strength Lv5 (313028) ,
Signet of Circulation Spring [1] (490483) with Signet of Power Lv5 (312986) ,
There will be a huge increase in power.
But once you obtain the following:
Circulation of Life Winter [1] (480352) with the Life of Winter (Creative) (313023) enchant,
Creative Signet of Star [1] (490135) with Star Cluster of Luck Lv5 (313033) ,
Signet of Circulation Winter [1] (490486) with Signet of Power Lv5 (312986) ,
There will be a huge increase in power.
Try getting a very scary and intimidating-looking +10 Encroached Mace [2] (590081) , preferably with Non-Crit Physical Damage modifiers and reform it, to something that is literally a cheap plastic pumpkin with a cheap paraffin candle inside nailed to a wooden handle that can be bought at a thrift store. How something so cheap and fragile-looking is actually indestructible and can easily eliminate angry homonculi with zero cells with the right hands is a mystery.
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Equip the item with the skill. In this case, Adventurer's Backpack [1] (2576)
Re-equip the default gear.
Happy Card (300271) Happy Card (300271)
While Piloted Midrange Rgan Card (300380) is on your main footgear, this card can be in your drop rate footgear, like Sharel Shoes [1] (22055) , preferably +12.
Yorker Religious Worker Card (300527)
Earth Deleter Egg (9098) : AGI+3, ASPD+3% (delay after attack)
Incubus Egg (9052) : Add a 3% chance to drain SP based on 1% of the damage dealt.
Succubus Egg (9055) : Add a 3% chance to drain HP based on 5% of the damage dealt.
Orc Hero Egg (9121) : ATK+7%, Crit Damage +3% when loyal
Kiel-D-01 Egg (9126) : ASPD+7%, Hit+18, Melee Physical Damage +5% when loyal. Good for melee builds
Tips and Tricks
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.
Ranged Physical
For more info on Ranged Build Hyper Novices, please consult Master Gao if he's online.
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. Despite being tossed aside and labeled as "not a real job", the Super Novice persevered, trying their absolute best to better themselves and push the limits of what is possible. Through hard and smart work, and clever ingenuity, they discovered that combining two or more existing skills to form a new one yielded fantastic results, and new skills in the process. They broke through their limitations and transcended, and thus, the Physical Hyper Novice is born.
Shield Chain Rush will be shortened to SCR Spiral Pierce Max will be shortened to SPM For maximum spamming power, reduce VCT and FCT to 0, have at least 30% ACD reduction and 175+ ASPD.
Stats and Traits
If the -15 ASPD penalty of Daggers is too much, you can equip a Mace (-10 ASPD) and insert a Sidewinder Card (4117) , enabling Double Attack on any weapon.
Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
Your main source of DEX and AGI at higher levels. Max this.
Once you're an Expanded Super Novice (ESN), get Raid (Sightless Mind) (17 skill points) then reskill.
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 easier. Set Raid to TurboKeys and place Hiding right next to it. Hold down Raid while mashing Hiding, preferably around 4-5 times per second at most. Mashing Hide too quickly or putting it in Smartcast will break the hiding-raid chain and cause you to hide twice in a row from time to time.
Once you're a Hyper Novice (HN), Max Shield Chain Rush (15 skill points) then reskill.
Holden (slotted)
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.
Noblesse Attack Boots [1] (470016)
Noblesse Attack Manteau [1] (480012)
Noblesse Attack Ring [1] (490014)
Imperial Attack Boots [1] (470018)
Imperial Attack Manteau [1] (480016)
Imperial Attack Ring [1] (490017)
Grace Attack Boots [1] (470020)
Grace Attack Manteau [1] (480018)
Grace Attack Ring [1] (490019)
Brilliant Light Ruby Ring [1] (490056)
Brilliant Light Ruby Necklace [1] (490057)
Circulation of Life Summer [1] (480350) with the Life of Summer (Concentration) (313015) enchant,
Concentration Signet of Star [1] (490134) with Star Cluster of Strength Lv5 (313028) ,
Signet of Circulation Summer [1] (490484) with Signet of Concentration Lv5 (312991) ,
There will be a huge increase in power.
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Equip the item with the skill. In this case, Adventurer's Backpack [1] (2576)
Re-equip the default gear.
Earth Deleter Egg (9098) : AGI+3, ASPD+3% (delay after attack)
Incubus Egg (9052) : Add a 3% chance to drain SP based on 1% of the damage dealt.
Succubus Egg (9055) : Add a 3% chance to drain HP based on 5% of the damage dealt.
Orc Hero Egg (9121) : ATK+7%, Crit Damage +3% when loyal
Baphomet Egg (9137) : Flee+20, SP+5%, Hit+18, Ranged Physical Damage +5% when loyal.
Abysmal Knight Egg (9132) : ATK+4%, PATK+1, 5% Physical Damage against Bosses when loyal.
Tips and Tricks
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.
Hybrid (Experimental Alice Hard tentacle farmer, meme in progress)
(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required. In Alice Hard, it is good for tentacle farming, but the damage isn't enough yet for the MVPs. But hey, solo tentacle farming is now possible at least! This build is so meme omg...
Stats and Traits
Notice: The skill has a tendency to push enemies to the upper right at the default orientation.
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.
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.
Fixed Cast Time: 1.5 seconds Skill cooldown: 2.5 seconds No Aftercast Delay
Fixed Cast Time: 1 second Skill cooldown: 2 seconds Very short Aftercast Delay
Fixed Cast Time: 1.5 seconds Skill cooldown: 3 seconds Short Aftercast Delay
Fixed Cast Time: 1 second Skill cooldown: 2 seconds at level 5, 0.7 seconds at level 10 Short-ish Aftercast Delay
Fixed Cast Time: 1.5 seconds Skill cooldown: 5 seconds Significant Aftercast Delay! Be careful when using this skill!
Fixed Cast Time: 1 seconds Skill cooldown: 0.3 seconds Short Aftercast Delay
Holden (slotted)
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.
Noblesse Magic Boots [1] (470017)
Noblesse Magic Manteau [1] (480014)
Noblesse Magic Ring [1] (490015)
Imperial Magic Boots [1] (470019)
Imperial Magic Manteau [1] (480017)
Template:Item List
Grace Magic Boots [1] (470021)
Grace Magic Manteau [1] (480019)
Grace Magic Ring [1] (490020)
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.
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!
Illusion Morpheus's Shawl [1] (20948)
Illusion Morpheus's Bracelet [1] (32239)
Illusion Morpheus's Ring [1] (32238)
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 Labyrinth Refinement Box (100423) , which will refine them at +7 - 10 at random.
To easily get to +7, refine it to +4, obtain or buy Twins Refinement Box (100699) 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.
Illusion Morpheus's Shawl [1] (20948) Illusion Morpheus's Bracelet [1] (32239) Illusion Morpheus's Ring [1] (32238)
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 Master Archer Lv10 (29100) or Adamantine Lv1 (29101)
(34282) (34283)
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.
Brilliant Light Sapphire Ring [1] (490064)
Brilliant Light Sapphire Necklace [1] (490065)
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.
In the Skill Bar, place two pieces of equipment with a gap in-between for the skill.
Equip the item with the skill. In this case, Adventurer's Backpack [1] (2576)
Re-equip the default gear.
Lichtern Yellow Card (4600) Tikbalang Card (4586) Lichtern Blue Card (4597) Lichtern Red Card (4599) Lichtern Green Card (4598)
Tikbalang: Wind
Fulgor Card (300259) Litus Card (300255) Vanilaqus Card (300257) Fillia Card (300256)
Plagarion: Neutral
Vanilaqus: Water
C. Helm of Faith (SC) (40140) (40010) Brinaranea Card (27324) Blue Pitaya Card (300124) E-EA1L Card (27320) Red Pitaya Card (300106) (40009)
Magic Poisoned Plaga: Neutral.
Deep Sea Sropho: Wind, but cheaper
Arch Plasma: Wind
Brinaranea: Water, but slightly cheaper and without the need for high refines.
Blue Pitaya: Water
E-EA1L: Fire, but cheaper
Red Pitaya: Fire
Spectral Plasma: Ghost
Arc Elder Card (4629) (30149) Faceworm Larva Card (27167) Nightmare Ancient Mummy Card (4657) Cave Flower Card (300372)
Purple Pitaya: Neutral
Arc Elder: Earth
Deep Sea Phen: Wind
Faceworm Larva: Water
Nightmare Ancient Mummy: Fire
Cave Flower (not implemented): Ghost
Bloody Butterfly Card (4327)
Firewind Kite Card (300222) Headless Mule Card (27125) Calmaring Card (300364) Mavka Card (27161) Lava Toad Card (300216) Ash Toad Card (300211) D.Y Card (27262) Ashhopper Card (300218) C. Cheshire Ears (purple) (40000) Crow Baron Card (300267) Crow Duke Card (300268)
Elvira: Wind and Ghost (20%)
Firewind Kite: Wind (35%) Left accessory
Headless Mule: Water (20%)
Calmaring: Water (35%) Not yet implemented, Left accessory
Mavka: Fire and Earth (20%)
Lava Toad: Fire (35%) Left accessory
Ash Toad: Earth (35%) Left accessory
Ashhopper: Neutral (35%) Left accessory
Dwigh: Neutral (20%)
Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with Ungoliant Card (4336)
Crow Baron (level 200+): Fire and Wind (15%)
Crow Duke (level 200+): Water and Earth (15%, MATK +5%)
Magic Power Stone (Mid) (1000529) Magic Power Stone (Low) (1000530)
Cast Stone (Garment) (25067)
High Wizard Stone (Mid) (25454) Super Novice Stone (Garment) (1001326)
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.
Am Mut Egg (9089) : MATK +4%. The mainstream go-to pet for mage builds.
Gloom Under Night Egg (9122) : MATK +40, increases Ghost and Fire magic damage by 7%. The main luxurious go-to pet for mage builds.
Angeling Egg (9088) : Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings.
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