Rakugaki's PvM Super Novice Guide

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Super Novice
Supernovice2 m sd.png
Job Base: Novice
Written By: Rakugaki
Job Bonuses
STR AGI VIT INT DEX LUK
5 5 5 5 5 5


Cute and happy female Super Novice is casting level 5 Water Ball to kill whatever she's looking at.

Notice: This guide is under renovation.

Overview

Notice: This guide is made for NovaRO. There are things here that may not be found in other servers.

The Super Novice (SN for short) is a special class that has almost all skills of the six 1st job classes, plus some of the skills of most 2nd job classes. This doesn't include the expanded 1st and 2nd job classes. It makes for a class that has unmatched versatility. They are the jack-of-all-trades - good at everything but master at none.

Super Novices also get their own unique set of items. They get what is arguably the best shield in the game, and their unique cash shop upper headgear provides lots of bonuses across the board.

Despite these, the most glaring downside having the lowest HP and SP pools in the game.

In Renewal (and maybe in NovaRO too), there is a misconception that Super Novices are near, if not totally useless, especially at higher level PvM and instances, as they die very easily and supposedly require VERY expensive equipment to be viable. However, that misconception is completely wrong. Super Novices are not useless dead weights at all. They can be very useful and surprisingly powerful when played right, even if you don't have the best, most expensive gears. If you find out your sweet spot, the Super Novice can be a challenging, but really unique, fun and rewarding class to play.

This guide will assume that Super Novice is the first or one of the first classes you've created. It will try to be as friendly as possible to your zeny reserves.

Stats

  • STR - Increases ATK and maximum weight capacity by 30 per point of base STR. Adjust this depending on what build you're planning to use.
  • AGI - Increases Attack Speed (ASPD) and Flee. Also adds resistance to Bleeding. This is the primary defensive stat at early levels due to the riduculously low HP.
  • VIT - Increases HP, Soft DEF and resistance to Stun and Poison. Adjust depending on build.
  • INT - Increases SP, Soft MDEF, MATK and resistance to Blind, Sleep and Confuse (AKA Chaos). Adjust depending on build.
  • DEX - Increases Hit and reduces Variable Cast Time (VCT). For the Mage build, raise this stat to at least 100. Otherwise, around 40-60 is enough.
  • LUK - Increases Critical (Crit) Rate and Perfect Dodge (PDodge). Also increases ATK, MATK, Hit and Flee but in lesser amounts. Adjust depending on build.


Skills Overview

All the skills of the Super Novice are here with short, personal thoughts on them. In the builds section, only the skills that are important to a certain build will be used, with a more thorough explanation on how they work for that build.

Super Novice Skills

Swordsman Tree

Skill Notes
5.png Bash This is a single-target melee physical skill that deals up to 400% ATK damage at level 10. Take this skill over Mammonite when zeny is tight or if wasting money is just a waste. Prerequisite for Magnum Break.
7.png Magnum Break This is a Fire Property physical attack that hits all enemies within a 5x5 cell area around you. This is useful for pushing mobs back while also granting a 20% Fire Property attack bonus for 10 seconds. If you have at least level 5 Bash, level 1 of this skill is more than enough. Otherwise, ignore this skill and get a Marine Sphere card instead, as the card gives Level 3 Magnum Break - 8 skill points saved.
4.png Increase HP Recovery Passive. Added HP recovery is welcome but getting Heal is preferable. It's best to skip this one.
2.png Sword Mastery Passive. Increases ATK when using one-handed swords and daggers. Max this when using swords or daggers. When you're using the weapon Meteor Strike (see below), the level of this skill directly influences the level of Bowling Bash.
6.png Provoke This skill will ruin the ego and give the middle finger to one target, raising its ATK and lowering its DEF, and making it attack you. For melee and/or "tank" builds, this is used to lure mobs, particularly the non-aggressive ones. Prerequisite for Endure.
8.png Endure A self-buff that prevents flinching from 7 hits regardless of level. Important for melee and "tank" builds in order to escape. Level 1 should be enough, as higher levels increase only duration and MDEF. There is a 10-second After Cast Delay after using this.


Mage Tree

Skill Notes
19.png Fire Bolt Deals Fire element MATK x (number of bolts) to a single target. The higher the level, the longer the cast time. This skill is good until around level 100, then its damage starts to fall off. Max this only if you're planning to kill Root of Corruption or a similar MVP with a Super Novice. Use 2 Imp Cards for maximum effect.
17.png Fire Ball Max this for leveling. Quick cast time, decent power and 5x5 Fire element AoE. Effective against Earth and Undead Element monsters.
18.png Fire Wall Casts a 1x3 area wall of fire on the ground that knocks back enemies that touch it. Use this to block monsters in order to escape or to setup an attack.
14.png Cold Bolt Deals Water Element MATK x (number of bolts) to a single target. The higher the level, the longer the cast time. This skill is good until around level 100, then its damage starts to fall off. Use 2 Siroma Cards for maximum effect.
15.png Frost Diver Causes Water Element damage and a chance to freeze one target. Use to escape or follow up with Lightning Bolt. Prerequisite for Ice Wall and Frost Nova.
20.png Lightning Bolt Deals Wind Element MATK x (number of bolts) to a single target. The higher the level, the longer the cast time. This skill is good until around level 100, then its damage starts to fall off.

It's better to only invest enough skill points into this for Thunderstorm and Jupitel Thunder.

21.png Thunderstorm Deals Wind Element damage similar to Lightning Bolt, but in a 5x5 area. The higher the level, the longer the cast time. This skill is good until level 100, then its damage starts to fall off.
11.png Napalm Beat Deals Ghost Element damage to a target and all enemies in a 3x3 area around it. Prerequisite for Soul Strike and Safety Wall.
13.png Soul Strike Deals Ghost Element damage to a single target. Odd levels increase the number of strikes, even levels reduce cast time. Prerequisite for Safety Wall.
12.png Safety Wall Creates a barrier on the ground that blocks melee physical attacks. Max this if when going for a support or tank oriented build. Very useful for tanking or when helping a player under attack.
16.png Stone Curse Causes the Stone Curse status to a single target, with increased chance the higher the skill level. From levels 1-5, it consumes 1 Red Gemstone, even on failure. At level 6 and above, it won't consume Red Gemstones on failure. Prerequisite for Earth Spike, Heaven's Drive and Quagmire.
10.png Sight Reveals hidden enemies in a 5x5 area around the player. Prerequisite for Sightrasher.
9.png Increase SP Recovery Increases SP Regeneration and healing from SP-restoring consumables. When combined with Magnificat, SP becomes almost a non-issue.


Archer Tree

Skill Notes
43.png Owl's Eye Passive. Prerequisite for Attention Concentrate. Adds +1 DEX per level.
44.png Vulture's Eye Passive. Prerequisite for Attention Concentrate. This skill is useless because Super Novices can't equip ranged weapons.
45.png Attention Concentrate Self-buff that increases both AGI and DEX by up to 12%. More AGI means more Flee, ASPD and less animation delay. More DEX means more Hit and shorter cast times. Max this whenever possible.


Merchant Tree

Skill Notes
37.png Discount Passive. Lowers prices when buying items from NPC shops.
38.png Overcharge Passive. Increases money obtained from selling items to NPC shops.
39.png Pushcart Passive. Rent a pushcart to store items. For Meteor Strike builds, max this if you want Cart Revolution.
36.png Enlarge Weight Limit Passive. Increases your weight limit (+200 per level) to carry more items. Useful for builds that don't have much STR. This is an absolute must when going for the Meteor Strike melee build as the weapon is very, very heavy (2000 weight).

Skip this entirely if you're going to use gym passes.

41.png Vending Vend up to 12 items in the cart.
40.png Item Appraisal Identifies unknown equipment. Saves a little money and weight from buying Magnifiers.
42.png Mammonite This is arguably the most powerful single-target melee skill of the Super Novice, dealing up to 600% ATK. It consumes up to 1,000 zeny per use.

If you have lots of zeny to burn, max this. If you lack funds or if wasting money is just a total waste, max Bash instead.


Thief Tree

Skill Notes
48.png Double Attack Passive. Adds a chance of performing a double attack when using daggers. If there is a Sidewinder card slotted into a weapon, the level of this skill directly influences the level of Double Attack on the weapon.
49.png Increase Dodge Passive. Increases Flee by 3 per level, up to 30 at level 10. This is absolutely essential when building a flee-tank.
50.png Steal Steal items from one target. Prerequisite for Hiding.
51.png Hiding Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
52.png Envenom Deals Poison element physical damage and inflicts the Poison status to a single target. Useful in the early game but falls off mid to late game.
53.png Detoxify Removes the Poison status from a target. Get this when going for a more support-oriented build.


Acolyte Tree

Skill Notes
22.png Divine Protection Passive. Prerequisite for Blessing. Reduces damage from Demon and Undead race monsters. Max this if you're going for a Meteor Strike build. Prerequisite for Iron Fist.
23.png Demon Bane Passive. Level this if you're going to get Signum Crucis or Spirit Spheres. Max this if you're going for a Meteor Strike build. Prerequisite for Iron Fist.
32.png Signum Crucis Level this if you plan to fight lots of Demon and Undead race monsters, as it reduces the Soft DEF of the aforementioned races within the screen. Otherwise, skip this entirely.
28.png Heal A very important skill. Restores the HP of a single target, including yourself. It also deals Holy Element damage to Undead Element monsters (half of your healing power). Max if going for a more support-oriented build. Leave it at level 3 otherwise. Typing /ns enables you to heal monsters. The /ns command enables you to cast the skill on monsters, but be sure to only cast it offensively on Undead Element monsters. Otherwise you'll end up trolling other players.
29.png Increase AGI Single-target buff that increases AGI, Attack Speed and Movement Speed. You'll get hit less and escapes will be easier. Max whenever possible.
34.png Blessing Very useful utility skill. Increases the STR, INT, DEX and Hit of a single target. It halves the STR, INT and DEX Undead Property and Demon race monsters, regardless of skill level. It also cures Stone Curse and Curse statuses, regardless of skill level. Max this when possible.
33.png Angelus Buff that increases the Soft DEF and Max HP of you and your party within the screen. Invest points into this if extra survivability is needed.
35.png Cure Useful single-target skill that cures Blind, Confuse (AKA Chaos) and Silence. Get this if when going for a more support-oriented build.
31.png Aqua Benedicta Fills up an Empty Bottle with Holy Water. Requires the player to be standing on water for this to work. Saves up to 1500z per Holy Water bottle.
30.png Decrease AGI Lowers an enemy's movement speed and AGI, making escaping easier. Just 1 point is enough as it hits often.
24.png Ruwach Similar to Sight, but it deals a little bit of Holy Element magic damage to revealed enemies. Prerequisite for Pneuma.
26.png Teleport Teleports the player to a random location in the map or a save point. Prerequisite for Pneuma.
27.png Warp Portal Creates a portal to your save point and up to 3 maps tagged with /memo. Up to 8 players can enter. If you enter the portal, it disappears. If there are many people that want to enter the portal, make sure you're the last one to enter. Consumes 1 Blue Gemstone per use. Prerequisite for Pneuma.
25.png Pneuma Very important skill, especially for support builds. Blocks ranged physical attacks in a 3x3 area on the ground, including some powerful MVP skills like Hell's Judgement.

Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall.

Expanded Super Novice Skills

This section is under construction.


Crusader

Skill Notes
248.png Faith Passive skill that gives up to 2000 additional HP and adds up to 50% Holy resistance. The SN's HP pool is improved, but if that isn't enough, more HP and Holy Resistance is a good thing.
253.png Holy Cross Single-target melee skill that deals two hits of Holy Element physical damage. Either take it or leave it. Useful for melee builds and when facing Ghost, Undead and Shadow element monsters.
249.png Auto Guard Requires a shield to use. Can be toggled on and off. Blocks melee and physical attacks (skills included) at a certain chance. When a skill is blocked, it stops the character from moving and prevents movement for a split second. This is a very useful skill for builds that use shields, granting extra protection against most physical attacks.
250.png Smite Single-target melee skill knocks an enemy back and a chance to inflict the Stun status.
251.png Shield Boomerang Ranged skill. Throws a shield at the enemy. Ignores size modifications. Heavier shields deal greater damage.


Wizard

Skill Notes
81.png Sightrasher Requires Sight to be active before use. On use, it deals Fire Element magic damage and pushes enemies away. Level 1 is more than enough.
80.png Fire Pillar Either take it or leave it. Creates a 2x2 fire pillar on the ground that deals Fire Element damage and ignores MDEF when hit. Burns A LOT of SP. Contrary to the iROwiki description, it doesn't use Blue Gemstones at levels 6-10.
83.png Meteor Storm Bombards an area with meteors, dealing Fire Element magic damage and a chance to cause stun.
86.png Water Ball A powerful Water Element magic attack that hits a single target many times. Its use is very situational as it requires the caster to stand on a body of water (including Sage's Deluge and Ninja's Water Evasion), so it's preferable to skip this.
88.png Frost Nova Causes Water Element damage and has a high chance of freezing enemies in a 5x5 area around you. If you plan on getting this, raise it to at least level 9.
87.png Ice Wall Creates a 1x5 area wall of ice on the ground that blocks enemies and players from each other. It's quite handy when used right.
84.png Jupitel Thunder A stronger version of Lightning Bolt with added knockback. Max this if going for a Mage build. Because it has no after-cast delay, this can be spammed if cast time is close to null.
85.png Lord of Vermillion Calls forth the wrath of the skies, dealing Wind Element magic damage in a large area and a chance to cause the Blind status.
89.png Storm Gust Summons a blizzard, dealing Water Element magic damage and a chance to cause the Frozen status in a large area. Lower levels means lower damage but much higher chances of causing the Frozen status, while higher levels means higher damage but much lower chances of causing Frozen.
90.png Earth Spike If there is Fire Bolt, Lightning Bolt and Cold Bolt, this is Earth Bolt. Prerequisite for Quagmire.
91.png Heaven's Drive Area of Effect Earth Spike. Reveals hidden enemies in a 5x5 area. Level 1 is enough in most cases. Prerequisite for Quagmire.
92.png Quagmire Turns a 5x5 area on the ground to a marsh that cancels Improve Concentration and Increase AGI buffs while also cutting the AGI, DEX and movement speed of all enemies that enter it. A maximum of three Quagmires can be placed before the first one expires. This skill makes escaping or killing enemies much easier. Max this if you want crowd control. Note that even if monsters leave the marsh, the effects of the skill will remain until the skill's duration ends.
93.png Sense Reveals information about the target. Skip this one - just use @mi <monster name>.
365.png Magic Crasher A single-target poke that deals Physical Attack based on your Magic Attack. Unfortunately, like most Physical Attack skills, it can miss based on the target's Flee rate.


Hunter

Skill Notes
115.png Skid Trap A handy skill for quick escapes or to set up for an attack. Sends an enemy to a random direction and causes immobilizes for 4 seconds, regardless skill level and the enemy's AGI.
121.png Freezing Trap Another useful trap. Freezes the enemy and all enemies near it, similar to Frost Nova. This is good for escaping or to set up a Wind element skill like Jupitel Thunder.
120.png Flasher A trap that blinds the target and all targets in a 3x3 area around the trap. Useful early game, but falters mid-late game.


Blacksmith, Alchemist

Skill Notes
105.png Hilt Binding Prerequisite for Weapon Research. Passive that adds 1 STR and 4 ATK.
107.png Weaponry Research Passive. Adds ATK and Hit. Max if you're going melee, especially Meteor Strike builds.
226.png Axe Mastery Passive. Leave this alone unless you have a Meteor Strike or a One-Handed Axe. If you do, max it.
108.png Repair Weapon Grants the ability to repair weapons.


Assassin

Skill Notes
138.png Enchant Poison Enchants a target's weapon with the Poison Property. Useful when facing Ghost, Fire1 and 2, Earth1 and 2, and Wind1 and 2 enemies. Type @mi to see a monster's element.
139.png Poison React When receiving damage from normal attacks, there is a chance to cast Envenom on the enemy. If the attack is of the Poison element, it will reflect the damage instead.
140.png Venom Dust Contaminates a small area with poison for a duration, causing the Poison status to enemies that enter it. Consumes 1 Red Gemstone.
141.png Venom Splasher This skill will work once the enemy's HP is below 1/3. Injects a poison to the target. The poison explodes after a certain amount of time, dealing physical damage to surrounding enemies. Higher levels of Poison React increases this skill's damage. Consumes 1 Red Gemstone per use.


Rogue

Skill Notes
210.png Snatcher (Gank) Automatically steals something from an enemy while attacking. The success chance of the skill depends on the level of "Steal".
213.png Tunnel Drive Makes escaping easier, now that you can move while hiding.
211.png Steal Coin (Mug) Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
212.png Back Stab Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because you back-stabbed it.
213.png Raid (Sightless Mind) Usable only when in Hidden. Causes physical damage and chance to cause Blind and Stun statuses.


Priest

Skill Notes
72.png Status Recovery Get this when going for a more support-oriented build. Cures a single target from Freeze, Stone, Stun, Stasis and White Imprison. Causes the Blind status to Undead Property monsters.
66.png Impositio Manus Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
70.png Sanctuary Very nice utility skill that heals players over time while knocking back Demon Race and Undead Property enemies away from the AoE. However, more than 1 monster will reduce the duration.

Get this if going for a more support-oriented build. Level 7 is enough as higher levels increase only the duration. Consumes 1 Blue Gemstone per use.

75.png Gloria Get this if you're going for a more support-oriented build. Increases you and your party's LUK by 30, which gives 10 Crit and 3 Perfect Dodge.
68.png Aspersio Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
74.png Magnificat Doubles the caster and party's SP Recovery rate for a duration. This combined with the skill "Increase SP Regeneration" makes SP almost a non-issue.


Monk

Skill Notes
259.png Iron Fists Passive. Max this if you have the weapon Meteor Strike. Otherwise, skip.
261.png Summon Spirit Sphere Increases attack per sphere. Adds up to 15 attack (3 per sphere).
262.png Absorb Spirit Sphere Absorbs spirit spheres from self or a target.
270.png Critical Explosion Consume 5 spirit spheres to raise CRIT Rate for a duration.
401.png Dangerous Soul Collect (Zen) Summons 5 spirit spheres at once. Contrary to the skill's name, there is nothing dangerous about this skill.

Unique to Super Novice

Skill Notes
5075.png Breakthrough Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
5076.png Help Me Angel! Restores 1000 HP and 350 SP per second for 20 seconds. Affects self and all party members within a 31x31 area. Ridiculously long 5 minute cooldown though.
5077.png Transcendence Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5.


Hidden

Skill Notes
268.png Steel Body Self buff. On death and with Base EXP at 99-99.9%, level 5 Steel Body will proc and HP and SP will be fully restored. At max level, this will always proc on your first death. Think of it as an extra life. Succeeding deaths will not proc the skill unless you relog.

NOTICE! This skill will proc only if you have accumulated approximately 5,281,855,746 EXP in the character screen. If you're maxed and this skill won't proc, continue killing monsters and turning in quests until you have ??? EXP. Credits to Yami and Ocean Star for pointing this out! /ene

270.png Critical Explosion Self buff. Enter the following text in public chat (Send to all) to gain Fury (+50 Crit). This will work only in increments of 10% Base EXP or when at max level. This skill is spammable and doesn't require spirit spheres. Very useful for melee builds.
  • Dear angel, can you hear my voice?
  • I am <Your Name Here without the brackets> Super Novice~
  • Help me out~ Please~ T_T
  • Insert random text here

To quickly cast this, put these lines in macro (ALT+M).

If you want to spam this skill just for kicks, open a chatroom before spamming. Doing so while not in the chatroom will flood everyone's chatbox and will result in a one minute mute.

Bonus stats If you didn't die while reaching job level 70, you'll get +10 bonus stats. You lose this if you die.

Super Novice Spirit restores this bonus (1% chance). Or just click the Healer NPC (NovaRO custom feature) to get it back.

Builds (Under Renovation)

These four are totally different from one another.

With almost all first job skills and some second job skills at their disposal, Super Novices can be built in a wide variety of ways. This section will tackle four different kinds of builds - Utility Mage, Melee Autospell, Meteor Strike and 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 (Leveling Build, Renovations almost finished)

Mage build Super Novice in action.

The Mage uses a wide variety of skills to adapt to the ever-changing situation of the battlefield. Instead of going all-out on damage, most of the skills of this build have quick cast times and revolve around supporting the party by providing crowd control and giving additional buffs and heals to help out the main support. It can also dish out some damage, enabling it to solo dungeons and some instances to a certain extent.

Stats

The stats of this build revolve around dealing decent amounts of damage while having quick cast time and good survivability.

  • STR 1-30
  • AGI 70-90
  • VIT 70-90
  • INT 100+
  • DEX 120
  • LUK 1+ (leftover)

Skills

Super Novice

Skill Level Notes
19.png Fire Bolt 4 Prerequisite for Fireball.
17.png Fire Ball 6-10 Deals decent Fire damage in a 5x5 AoE around the target and has a quick cast time. Very useful in taking out Earth and Undead enemies.
10.png Sight 1 Reveals enemies around you for a short duration. Prerequisite for Sightrasher.
14.png Cold Bolt 5 Prerequisite for Frost Diver.
15.png Frost Diver 1 Prerequisite for Storm Gust.
20.png Lightning Bolt 4 Prerequisite for Thunderstorm and Jupitel Thunder.
21.png Thunderstorm 1 Prerequisite for Lord of Vermillion.
11.png Napalm Beat 1 Prerequisite for Jupitel Thunder. A cute little Ghost element poke with a tiny AoE (3x3 around the target).
16.png Stone Curse 1 Prerequisite for Earth Spike.
9.png Increase SP Recovery 5-10 Compensates for the Super Novice's very low SP pool. Max this.
28.png Heal 3-10 Mainly for self-healing. Also helpful in healing teammates.
29.png Increase AGI 10 The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
22.png Divine Protection 5 Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Grants STR, INT and DEX bonuses. Very useful buff.
24.png Ruwach 1 Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
43.png Owl's Eye 3 Prerequisite for Vulture's Eye.
44.png Vulture's Eye 1 Prerequisite for Attention Concentrate.
45.png Attention Concentrate 10 Your main source of DEX and AGI. Max this one for reduced cast times.

Ex. Super Novice

Skill Level Notes
81.png Sightrasher 2 Utility skill that deals Fire damage and pushes enemies away from you. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
83.png Meteor Storm 10 Bombards an area with meteors, dealing Fire Element damage.
89.png Storm Gust 1 or 10 Deals Water Element damage and a chance to cause Frozen status over a large area while knocking around enemies. Lower levels means lower damage but much higher chances of freezing while higher levels means higher damage but much lower chances of freezing. Keep it at level 1 for crowd control purposes. Max it to level 10 if more damage is desired.

Notice: The skill has a tendency to push enemies to the upper right at the default orientation.

84.png Jupitel Thunder 5-10 An improved version of Lightning Bolt with an added knockback and removed cooldown.
85.png Lord of Vermillion 10 This is a larger and more powerful version of Thunderstorm with an added Blind effect. It can be combo'd with Storm Gust. Storm Gust pushes mobs away but guarantees they'll be not too far apart while they're chasing you, which is a good opportunity to blast them away with this skill.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png Heaven's Drive 1-5 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance away.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI. This makes escaping or killing mobs a lot easier.
66.png Impositio Manus Optional Provides additional ATK and MATK to you and the whole party. Makes everyone kill and heal things a little more effectively.
74.png Magnificat 5 Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells to your heart's content.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP is needed.
249.png Auto Guard Optional If survival and not dying too much are some of the top priorities, get this skill, preferably maxed.
5075.png Breakthrough Optional Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
5077.png Transcendence 5 Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.

Equipment

Novice (1-45)

Use the equipment provided by the academy. At level 26, start doing Eden Group quests to get Eden gear.

If possible, try to get a Ceremonial Sword [0] . Because it is Holy element, it will make killing Zombies, Skeletons and Undead Orcs a lot easier. Ceremonial Swords are obtained from the hidden treasure room in the Old Glast Heim instance.


Super Novice (45-99)

Item Type Way to obtain Notes
Super Novice Hat [1] Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

Starter Headgear. Gives +1 all stats.
Angel's Kiss [1] Upper Headgear Toad Part of the Angel's Set. Adds 3% SP recovery.
Novice Breastplate [1] Armor Yuno - King's Shop Starter Armor, though it's a little expensive at 89,000 zeny. At least you're no longer wearing stinky rags that came from the dump ( Tattered Novice Ninja Suit [0] ).
Puente Robe [1] Armor Orc Lady Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills. A good overall armor.
Angelic Protection [1] Armor Eclipse MDEF+20

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. Take note of the After Cast Delay that happens each time the skill is autocast.

Eden Dagger III [0] Dagger Eden Group Starter Weapon. Gives a good amount of ATK and MATK and can be enchanted.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
Angelic Guard [1] Shield Mastering Part of the Angel's Set.
Novice Manteau [1] Garment Lighthalzen Armory Starter Garment - gives 10% Neutral resistance.
Angelic Cardigan [1] Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery.
Novice Shoes [1] Footgear Lighthalzen Armory Starter Shoes for this build. Gives an HP boost.
Angelic Reincarnation [1] Footgear Vocal Part of the Angel's Set. HP +100.
Novice Armlet [1] Accessory Izlude Armor Dealer Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.
Clip [1] Accessory Dragon Fly Gives 10SP. Because Super Novices have really low SP, every bit counts.


Ex. Super Novice (99-175)

Item Type Way to obtain Notes
Advanced Angel's Kiss [1] Upper Headgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a lot more SP recovery over the normal version.
Peco Ears [0] Mid Headgear Gold Coins Adds a little bit of AGI and MDEF for slightly increased survivability.
Advanced Angelic Protection [1] Armor Reno (@go 36), 20 Pure Energy Crystals MDEF+30

When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Take note of the After Cast Delay that happens each time the skill is autocast.

Armor of Airship [0] Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
Hypnotist's Staff [2] One-Handed Staff Sleeper This is the next one-handed staff to get. Gives a big jump to MATK (120) over the Rod (30), Novice Rod (32), Wand (45) and Eden Group Dagger III (70).
Laphine Staff [0] One-Handed Staff Medusa This is the next one-handed staff to get after the Hypnotist's Staff. Gives even more MATK (180) but at the cost of lacking a slot. Contrary to its description, Super Novices can actually equip this. Refine this to reduce fixed cast time (1% per refine level).
Advanced Angelic Guard [1] Shield Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. This will temporarily replace the Novice Shield in order to complete the Advanced Angel Set, as it also reduces damage from all elements (except Neutral), though at 5% instead of 20%.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral. Use this if you're using the Airship Set.
Advanced Angelic Cardigan [1] Garment Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a lot more HP recovery over the normal version.
Cloak of Airship [1] Garment Airship Assault An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist. A good overall garment.
Advanced Angelic Reincarnation [1] Footgear Reno (@go 36), 20 Pure Energy Crystals Part of the Advanced Angel's Set. Gives a bigger HP boost plus an added SP boost over the normal version.
Boots of Airship [0] Footgear Airship Assault Use this to complete the Airship set. Gives an ASPD boost.
Black Rosary [1] Accessory Nightmare Wraith Dead Also known as Dark Rosary. Try equipping two of these. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen.


175-185

Item Type Way to obtain Notes
Ascendant Crown [1] Upper Headgear Cash Shop A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.

All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%. When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.

Monocle [1] Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted, via the Spiritual Auger .
Rainbow Scarf [0] Lower Headgear Cash Shop Gives additional MATK and MDEF.
Puente Robe [1] Armor Orc Lady Slightly reduces fixed cast time and slightly improves the effectiveness of healing skills. A decent overall armor, even late-game.
Advanced Angelic Protection [1] Armor Reno (@go 36), 20 pure energy crystals Gives a large boost to MDEF in exchange for no cast time reduction bonus. This is a more defensive-oriented armor.
Lava Leather Robe [1] Armor Magma Dungeon Level 3 Gives a large increase in MATK (+100). Gives even more MATK at higher refines. Has more DEF than the Advanced Angelic Protection, but it doesn't provide additional MDEF.
Flattery Robe [1] Armor 600 Honor Tokens. Obtained by completing Banquet for Heroes Daily Quests MATK +50. Increases MATK by 50 at level 120 and another 50 at level 140, for a total of MATK +150. Enables the use of Level 1 Endure. This is a fantastic piece of armor that will greatly boost the damage of the Earthquake autocast from the Faceworm Queen Leg.
Evil Slayer Vanquisher Staff [1] One-Handed Staff Devil's Tower Also known as the Devil Won Staff. A very nice staff that has great MATK and boosted damage against Demon and Undead race enemies. It also gives additional MATK at +9 and 12. Try getting at least a +9 with three Spell enchants, preferably Spell4 or better.
Crimson One-Handed Staff [2] One-Handed Staff Bathory, Laurell Weinder When refined to +15, this staff gives the highest amount of MATK possible for this build. An Evil Slayer Vanquisher Staff with Spell enchants is more preferred because of the variable cast time reduction.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
Advanced Angelic Cardigan [1] Garment Reno (@go 36), 20 pure energy crystals There are three options for garments. Get this one if you want more HP recovery.
Cloak of Airship [1] Garment Airship Assault An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist. A good overall garment.
Giant Faceworm Skin [1] Garment Faceworm's Nest Gives lots of DEF, some MDEF and various stats.

Get at least a +10 with a mix of DEX (bigger priority) and INT enchants, for reduced variable cast time.

Temporal DEX Boots [1] Footgear Old Glast Heim

Temporal Boots

When paired to Giant Faceworm Skin, it gives a large boost to HP and SP. If base DEX = 120, fixed cast time -0.5 seconds. This is very important, as you need to quickly cast spells and remain mobile. Try to get the Spell enchant. The second enchant can be Muscular Endurance or Lucky Day.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Int Glove [1] Accessory Eclage Glove Seller (10 Splendide Coins) This is the more offensive-oriented accessory. If your base INT is 110, equip two of these as it adds MATK for every 10 base INT and +1% MATK if base INT is 110.
Mercenary Ring Type A [0] Accessory Terra Gloria VIT+3, HP +1000 and SP +200. This ring will somewhat compensate for the Super Novice's inherently low HP and SP pool.
Mercenary Ring Type B [0] Accessory Terra Gloria INT+3, reduce variable cast time by 30%. This ring will considerably shorten the cast time of magic skills.
Black Rosary [1] Accessory Nightmare Wraith Dead This is the more defensive-oriented accessory. Try equipping two of these if you want more Hard MDEF. More Hard MDEF means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. With two of these, a Giant Snake Skin, the Advanced Angelic Protection and the Ascendant Crown, you'll have 90 Hard MDEF total, which means there's only a 10% chance of getting Stone Cursed or Frozen.


Cards

Card Slot Notes
Kathryne Keyron

Tower Keeper

Headgear These cards reduce variable cast time. Kathryne Keyron card reduces variable cast time by (refine rate)%, while Tower Keeper reduces variable cast time by 5%.
Gemini-S58 Headgear Use this card for added resistance to Silence and Stun if base AGI is 90, and added resistance to being Stone Cursed and put to Sleep if base VIT is 80.
Incubus Headgear Gives additional SP at the cost of reduced INT and SP recovery. Best when paired with a Succubus card. Use this card or the combo if you want more SP.
Corrupt Life Headgear Dropped by all Bios Island non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters.

When equipped with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.

When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.

When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.

When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.

When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.

When equipped with Phen Card, reduces variable casting time by 25%.

When equipped with Orc Zombie Card, Hit + 15, Flee + 15, increase critical damage by 15%.

When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.

When equipped with Magalodon Card, Def + 100.

Arc Angeling Headgear Luxury card. Gives 300HP and double HP and SP recovery if base LUK is 77. This is a must have, as you'll recover a lot more quickly if you're damaged, lessening the need for consumables and heals. Try to get two of these (for upper and slotted mid headgear) for maximum effect.
Remover Armor Gives +800 HP and +10% HP recovery. For every refine rate, the HP bonus is reduced by 40. This card gives lots of HP plus added HP recovery, and the HP bonus reduction per refine rate isn't too bad. Use this if you don't have or need the Incubus-Succubus card combo.
Dame of Sentinel Armor For every 18 base VIT, gain 1 DEX. Added DEX reduces variable cast time even more.
Succubus Armor Gives additional HP at the cost of reduced VIT and HP recovery. Best when paired with an Incubus card. Use this card or the combo if you want more survivability.
Agav Armor MATK +5% and DEF -10. If the class is a Mage (which this is not), SP +100.
Baby Desert Wolf Armor INT +1. When combined with the Corrupt Life Card, it gives INT +3, Max SP +100 and +5% MATK.
Sweet Nightmare Armor MATK +20. Uninterruptible casting outside of WoE.
White Knight Weapon The main reason for a White Knight (WK) card in the weapon is for the additional 5% damage reduction from the Khalitzburg Knight (KK).
Soul Fragment Weapon MATK +5, increases magical damage against Medium-sized monsters by 15%.
Colorful Teddy Bear Weapon MATK +5, Increases magical damage against Large-sized monsters by 15%.
Khalitzburg Knight Shield Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
Hodremlin Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
Seeker Shield MDEF +10, increases resistance to Stone Curse by 30% and enables the use of Level 1 Stone Curse. Use this only if you have an Ascendant Crown, Advanced Angelic Protection and Two Black Rosaries in order to have 100 total Hard MDEF, which grants full immunity to the Freezing and Stone Curse statuses.
Orc Baby Garment Use this if you have a Giant Faceworm Skin. Gives 10% Neutral resist and +10 Flee, but if the garment is +9 and higher, it gives 15% Neutral resist and +15 Flee.
Raydric Garment If your garment isn't overupgraded for the Orc Baby card, use this instead.
Gold Acidus Footgear A great card for those that have +4 footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP and 5% increased HP and SP recovery.
Arhi Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A very good all-around footgear card. Obtained at the Geffen Magic Tournament.
Verit Footgear If your footgear is overupgraded, use this one. Max HP and Max SP +8%.
Matyr Footgear If your footgear is overupgraded, use this one. Gives +10% max HP and +1 AGI.
Firelock Soldier Footgear If your footgear is overupgraded, this is one of the best cards to have. STR +2. Gives +10% max HP and SP if the footgear is +9 or better.
Coyote Footgear Prevents cast interruption with no penalties to variable and fixed cast time, but with a -12% HP and -6% SP penalty. If the footgear is +10 or higher, the HP and SP penalties are reduced to -6% and -3% respectively.
Yoyo Accessory Gives +1 AGI and +5 Perfect Dodge. Increases survivability.
Phen

Bloody Butterfly

Accessory These cards prevent cast interruption. A must have for this build.
Essence of Evil DEX3 Any equipment with slots DEX+4, Hit+8, LUK-4. More DEX means shorter variable cast time. Insert this to any of the following: headgear, armor, weapon, accessory


Pets

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System and here on how to obtain and feed a pet.

Strategy

At the early game, you'll be playing as a mage, though with fast-cast skills instead of those with long cast times. As the game progresses, switch your playstyle from damage dealer to support, with more emphasis on crowd control. This build can solo some dungeons to a certain extent, but it works better when in a party.


When soloing:

You'll be dealing decent amounts of damage. This build has no Safety Wall and Fire Wall, mainly because you'll be mobile and most of your skills have short cast times. However, Jupitel Thunder, Storm Gust, Lord of Vermillion and Meteor Storm have long cast times, so plan ahead. Use Fire Ball to lure monsters. In most situations, open up with Storm Gust and follow up with Lord of Vermillion. Again, note that Storm Gust has a tendency to push enemies to the upper right. If the enemies are still alive, follow up with either a Meteor Storm, Jupitel Thunder or Fire Ball to finish them off. When escaping, cast Quagmire. If that isn't enough, follow up with Sightrasher, Storm Gust or both.


When in a party:

You'll be the secondary support, providing crowd control and some 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 DPSs more easily dispose of them. Note that for monsters, Quagmire's effects remain even if they left the AoE, making it harder for them to reach the party and cause trouble. Also watch out if the tank lured too much or if there are monsters coming from the side - use Sightrasher or Storm Gust (again, Storm Gust has a tendency to push mobs to the upper right) to push the mobs back, away from you or your party members being slaughtered. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.

Meteor Strike Build (Under renovation)

Meteor Strike Super Novice happily farming in Juperos.

This mid-to-late-game melee build is centred around a mace weapon called the Meteor Strike.

It has 2000 weight and 1 attack. Its attack power increases depending on the level of certain skills and the refine rate.

The high attack power of the weapon enables the Super Novice to solo some instances and deal pretty good amounts of damage.

To obtain the weapon, read the Meteor Strike Quest here.

Stats

The stats of this build is focused on dealing good damage while lessening the chances of being afflicted by a Bad Status Effect.

  • STR 108-120
  • AGI 100+
  • VIT 80-90
  • INT 80-90
  • DEX 1+
  • LUK 90+ (120 if using Temporal Boots of LUK)


Skills

Essential Skills

Skill Level Notes
22.png Divine Protection 10 Prerequisite for Blessing, Demon Bane and Iron Fist. Reduces damage from Demon and Undead Race enemies.
23.png Demon Bane 10 Prerequisite for Iron Hand. Increases damage to Demon and Undead Race enemies.
259.png Iron Hand 10 Adds up to 30 ATK when bare-handed. With the Meteor Strike, it adds 30 Attack per level, up to a maximum of 300 at level 10.
226.png Axe Mastery 10 With Meteor Strike, it adds 7 Attack and 5 Hit per level, up to a maximum of 70 Attack and 50 Hit at level 10.
105.png Hilt Binding 1 Prerequisite for Weapon Research. STR +1 and ATK +4.
107.png Weaponry Research 10 The skill itself adds 20 Attack and 20% Hit rate at level 10. With Meteor Strike, it adds 10 Attack per level, up to a maximum of 100 Attack at level 10.
36.png Enlarge Weight Limit 5-10 Because the Meteor Strike can't be wielded by even Superman, this skill is very important. If you're willing to buy Gym Passes, you may skip this skill entirely.

Getting these skills will increase the attack of the weapon from 1 to 471. Overupgrade this bad boy for maximum attack power. *squeak*

Then, it's all up to you on how to build a Meteor Strike Super Novice that suits you.

My build is below.

A build that's specialized in killing MVPs can be found here: Fretless MvP Super Novice


Super Novice

Skill Level Notes
2.png Sword Mastery Optional Meteor Strike enables the use of Bowling Bash. The level of this skill directly affects the level of Bowling Bash (e.g. Level 3 Sword Mastery = Level 3 Bowling Bash). Optional.
62.png Bowling Bash Optional Deals two successive hits to enemies in a 5x5 area around the target and knocks them back. You cannot change your weapon for 1 second after using this skill. 1 second cooldown. This is more of a utility skill, knocking back enemies away. Optional.
48.png Double Attack Optional Optional. With a Sidewinder card, it enables Double Attack on any weapon. Get this if you want more single-target damage.
50.png Steal 5 Steal items from one target. Prerequisite for Hiding.
51.png Hiding 1 Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
28.png Heal 3 Mainly for self-healing purposes.
29.png Increase AGI 10 Makes you evade most physical attacks better, move faster and attack quicker. Max this one.
34.png Blessing Optional Makes you hit harder and more accurately. Additional INT raises your SP pool and SP regen as well. Max this.
9.png Increase SP Recovery Optional Optional. If you need better SP management or if your main source of damage leans more towards spamming "Raid", then it's good to invest some skill points here.
45.png Attention Concentrate 10 Your main source of DEX and AGI. Max this.
24.png Ruwach 1 Reveals and deals Holy Element magic damage to hidden enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!

Expanded Super Novice

Skill Level Notes
210.png Snatcher (Gank) 4 Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
213.png Tunnel Drive 2 Moving while hiding makes escaping or positioning for a raid easier.
211.png Steal Coin (Mug) 4 Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
212.png Back Stab 2 Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because you back-stabbed it.
213.png Raid (Sightless Mind) 5 This is your main source of damage. Usable only when in Hidden. Causes physical damage to all enemies in a 7x7 area around you and chance to cause Blind and Stun. For 10 seconds, it increases damage, both physical and magical, to affected enemies by 30% for non-bosses and 15% for MVPs.

The skill is almost spammable, having no cooldown or after-cast delay. Just alternate Hide and Raid as quickly as possible. However, beware that getting hit will Hiding will reveal your location and will interrupt your Raid spamming. This is however, made easier with the "Speed of Light" Temporal Boots enchant*.

66.png Impositio Manus 3-5 Increases the ATK and MATK of all party members by up to 25 for 120 seconds.
68.png Aspersio 1-5 Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
74.png Magnificat Optional Optional. Doubles the caster and party's SP Recovery rate for a duration. If you have SP consumption issues and SP-healing items are too expensive, then add some points here. When combined with the skill "Increase SP Recovery", SP should be much less of a problem.
249.png Auto Guard Optional Optional. If you're using a shield and want more defense, then max this. It's all or none.
90.png Earth Spike Optional Prerequisite for Quagmire. If there is Fire Bolt, Lightning Bolt and Cold Bolt, this is Earth Bolt.
91.png Heaven's Drive Optional Prerequisite for Quagmire. Area of Effect Earth Spike. Reveals hidden enemies in a 5x5 area.
92.png Quagmire Optional Optional. If you need enemies to slow down and chill before properly setting up their deaths via Raid spamming, take this skill. Note that a maximum of 3 Quagmires can be active at a time.
5075.png Breakthrough 5 More HP, SP and received healing is always better. Max this.
5076.png Help Me Angel! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely. Very wisely.
5077.png Transcendence Optional More HP, SP and healing power is always better. For this build, it is optional. Get this if more HP and SP are needed.

Equipment

Item Type Way to obtain Notes
Ascendant Crown [1] Upper Headgear Cash Shop A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.

All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%. When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.

Monocle [1] Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted, via the Spiritual Auger .
Gangster Scarf [0] Lower Headgear Cash Shop

Custom Headgear Quests

Gives ATK+5.
Armor of Airship [0] Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP.
Advanced Angelic Protection [1] Armor Reno (@go 36), 20 pure energy crystals Has a slot and gives a large boost to MDEF. No bonus HP and SP though.
Meteor Strike [2] Mace Meteor Strike Quest The centerpiece of the Meteor Strike build. A hammer that's heavier than a Toyota Highlander XLE V6.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
Cloak of Airship [1] Garment Airship Assault Gives Flee, Neutral resist and reduced cast time. A nice garment overall.
Giant Faceworm Skin [1] Garment Faceworm's Nest Recommended to obtain at least a +10 with pure STR or a mix of AGI and STR enchants. Gives lots of DEF and various stats.
Heroic Backpack [1] Garment Gold Coins for the Vending Machine (@go 36), Monster Hunter Shop, Valor Badges from Battlegrounds Also known as the Adventurer's Backpack. When refined to +7 and above, it gives bonuses depending on which base stat is at least 90. Try getting this, especially at +9. It's the best garment for this build.
Temporal Boots of Luck [1] Footgear Old Glast Heim

Temporal Boots

When paired with a Giant Faceworm Skin, it gives a large boost to HP and SP. If base LUK = 120, Crit Damage +30% and MDEF +5. Greatly boosts autoattack damage. Having 120 LUK to get the increased Crit Damage also increases ATK, Flee, Crit and Perfect Dodge in the process. This is the best pair of boots for this build.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Angel Poring Boots [0] Footgear Prontera Castle All stats +1, enables the use of Level 1 Heal. This is a good alternative to the Temporal Boots of Luck. Refine this to +7 and get either Leo (more ATK), Capricorn (more ASPD) or Taurus (more Crit Damage) stones. Taurus Stone is highly recommended.
Black Rosary [1] Accessory Nightmare Wraith Dead This is the more defensive-oriented accessory. Try equipping two of these if you want more Hard MDEF. More Hard MDEF means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. With two of these, a Giant Snake Skin, the Advanced Angelic Protection and the Ascendant Crown, you'll have 90 Hard MDEF total, which means there's only a 10% chance of getting Stone Cursed or Frozen.
Str Glove [1] Accessory Eclage Glove Seller (10 Splendide Coins) This is the more offensive-oriented accessory. Gives 1 ATK for every 10 base STR and adds +1% ATK if base STR is 110. Equip two of these for greatly increased attack.
Physical Enhancer Ring [1] Accessory Geffen Magic Tournament ATK +5%. A rather expensive accessory, but it's the best one for this build. Enchant this with full ASPD or ASPD / ATK.


Cards

Card Slot Notes
Repair Robot Turbo Headgear Increases HP and SP regeneration by 25%. Gain 30HP and 3SP when killing a monster via melee physical attacks. If refine rate is +7 and above, each melee physical attack will restore 10HP and 1SP.
Dark Pinguicula

Duneyrr

Headgear Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
Gemini-S58 Headgear Use this card for added resistance to Silence and Stun if base AGI is 90, and added resistance to being Stone Cursed and put to sleep if base VIT is 80.
Corrupt Life Headgear Dropped by all Bios Island non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters.

When equipped with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.

When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.

When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.

When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.

When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.

When equipped with Phen Card, reduces variable casting time by 25%.

When equipped with Orc Zombie Card, Hit + 15, Flee + 15, increase critical damage by 15%.

When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.

When equipped with Magalodon Card, Def + 100.

Porcellio Armor Gives +25 ATK and -5 DEF. Use this if you want more ATK.
Succubus Armor Gives additional HP at the cost of reduced VIT and HP recovery. Best when paired with an Incubus card. Use this card or the combo if you want more survivability.
White Knight Weapon A must have. Gives +20% more damage to Medium and Large monsters. When combo'd with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters.
Desert Wolf Weapon ATK +5 and increases damage to Small monsters by 15%. When combined with the Corrupt Life Card, damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap and really good alternative.
Sidewinder Weapon If you have Double Attack, this will enable your Meteor Strike to do so and make your autoattacks a lot stronger. Get this if you prefer more single target damage.
Hunter Fly Weapon Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt. Get this if you prefer more AoE damage. 2 is best, despite a little bit of sacrifice to overall damage.
Abysmal Knight Weapon If you're facing MVPs and boss protocol monsters, this card is very useful.
Khalitzburg Knight Shield Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
Alice Shield Gives 40% damage reduction from boss protocol and MVPs, but receive 40% more damage from normal mobs. Use this card when hunting MVPs that have little to no adds.
Hodremlin Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
Seeker Shield MDEF +10, increases resistance to Stone Curse by 30% and enables the use of Level 1 Stone Curse. Use this only if you have an Ascendant Crown, Advanced Angelic Protection and Two Black Rosaries in order to have 100 total Hard MDEF, which grants full immunity to the Freezing and Stone Curse statuses.
Orc Baby Garment Use this if you have a Giant Faceworm Skin. Gives 10% Neutral resist and +10 Flee, but if the garment is +9 and higher, it gives 15% Neutral resist and +15 Flee.
Raydric Garment If your garment isn't overupgraded for the Orc Baby card, use this instead.
Wakwak Garment For increased damage, use this card. +5 ATK for every 10 base STR. If you have 120 base STR, that means +60 ATK.
Brown Rat Garment For maximum damage, use this card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
Arhi Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A very good all-around footgear card. Obtained at the Geffen Magic Tournament.
Geffen Gangster Footgear Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
Geffen Bully Footgear Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the Geffen Magic Tournament.
Ifodes Footgear ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the Geffen Magic Tournament.
Gold Acidus Footgear A great card for those that have +4 footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
Verit Footgear If your footgear is overupgraded, use this one. Max HP and Max SP +8%. When combined with the Corrupt Life Card, it further increases HP and SP by 4%.
Matyr Footgear If your footgear is overupgraded or if you don't have a Gold Acidus, use this one. Gives +10% max HP and +1 AGI.
Firelock Soldier Footgear If your footgear is overupgraded, this is one of the best cards to have. STR +2. Gives +10% max HP and SP if the footgear is +9 or better.
Gigantes Accessory ATK+20. If Base STR is 120 and above, additional ATK+20. This comes at the cost of decreased ASPD (-3%). This will further increase your attack power, but you'll need to put a little more AGI to make up for the lost ASPD.
Gold Scaraba Accessory Gives 20 more ATK but reduces HP by 1%. Use two of these for increased attack power.
Revolver Buffalo Bandit Accessory STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side.
Shotgun Buffalo Bandit Accessory AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
Essence of Evil STR3 Any with slot Gives STR +4, ATK +12, INT -4. A cheaper alternative to the Gold Scaraba card.
Essence of Evil AGI3 Any with slot Gives AGI +4, Flee +12, VIT-4. If a little more ASPD and Flee are needed, this can be used.


Pets

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System and here on how to obtain and feed a pet.

Strategy

The strategy here will be based on my build of the Meteor Strike Super Novice. It can solo some instances and its playstyle is relatively straightforward - autoattacking single targets and spamming Raid on multiple enemies. Unlike the Utility Mage and Support/Off-Tank, this build seems to work better when soloing than in a party.


When soloing: This build is relatively easy to play solo. Simply click and autoattack single targets and watch them fall. If there are multiple enemies around, use the semi-spammable skill "Raid" (by quickly alternating Hiding and Raid) to easily dispose of them. Against bulkier single targets, you may want to use Raid occasionally to boost your damage for a good 10 seconds.


When in a party: Since most parties will have a primary DPS, you can make enemies die quicker by using Raid every now and then to boost their damage and make enemies die faster. This is rather effective in Gramps and in any dungeon or instance where there are lots of bulky non-boss monsters, like Illusion of Luanda, Magma Dungeon 3 and Abyss Glast Heim. Dive into a group of enemies, use Raid (but also try not to steal aggro), get out and let the main DPS dispose of them.

Melee Autospell (Under Renovation)

Melee Autospell Super Novice in the Geffen Magic Tournament Instance.

The main inspirations are two awesome Super Novices that pioneered the build: Shin Chan and Yami Reborn. My version of the build is below. It is a jack-of-all-trades, having a bit of everything from all builds in this guide.

The Melee Autospell is a mid-late game build and is the cheaper alternative to the Meteor Strike Melee build.

Stats

AGI and INT are the most important stats. This enables the autospells to proc often and deal as much damage as possible

  • STR 1-30
  • AGI 110-130
  • VIT 70-80
  • INT 110+
  • DEX 60-70 (1 if focused on more Crit damage)
  • LUK 50-60 (90+ if focused on more Crit damage)

Skills

Essential Skills

Skill Level Notes
24.png Ruwach 1 Reveals and deals Holy damage to hidden enemies.
26.png Teleport 1 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
28.png Heal 3-10 Mainly for self-healing purposes. But it can also be used to heal party members and damage Undead race monsters.
29.png Increase AGI 10 VERY IMPORTANT skill for this build - max this. Gives a movement speed boost and more ASPD.
45.png Attention Concentrate 10 Gives a lot of DEX and AGI. Max this one.

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.


Super Novice

Skill Level Notes
48.png Double Attack 8-10 Adds a chance of attacking twice - 50% chance at level 10. This makes damage output a little more stable, lessening the reliance on the Earthquake proc from the Faceworm Queen's Leg.
50.png Steal 5 Steal items from one target. Prerequisite for Hiding.
51.png Hiding 1 Causes the player to become invisible, but unable to move. Use this to escape a losing battle. It is useless against Insect and Demon race and Boss monsters. Prerequisite for Tunnel Drive.
52.png Envenom 3 Prerequisite for Detoxify. Poison-element melee poke that has a chance to cause Poison status.
53.png Detoxify 1 Detoxifies poisoned enemies. Since Archbishops don't have a skill that cures Poison, Thief Classes are (usually) too busy doing their thing and some players may forget to bring Green Herbs, you can use this to get rid of the Poison.
6.png Provoke 5 Mainly used as a prerequisite for Endure. You can also use this to lure bad and scary monsters to you, if your insults and middle finger succeed.
8.png Endure 1 Prevents your character from flinching due to being hit (up to 7 hits). Level 1 is more than enough to escape a losing battle, as higher levels add only duration and MDEF, not the number of hits you can sustain before flinching.
22.png Divine Protection 5 Prerequisite for Blessing and Angelus. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Raises a target's STR, INT and DEX. More INT means stronger autospell damage and more DEX makes you land your hits more, which means more autospell procs.
27.png Warp Portal 4 Warps up to 8 players to your save point and 3 other spots of choice. Consumes 1 Blue Gemstone per use. Use /memo to add a spot.
25.png Pneuma 1 A very useful skill that makes ranged physical attacks miss in a 3x3 area. Some powerful MVP attacks, such as Hell's Judgement, can be blocked by this.

Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall.

35.png Cure 1 Cures Blind, Confuse and Silence.
10.png Sight 1 Prerequisite for Sightrasher.
20.png Lightning Bolt 1 Prerequisite for Sightrasher.
16.png Stone Curse 1 Prerequisite for Earth Spike.
12.png Safety Wall 10 Creates a barrier on the ground that blocks melee physical attacks. You can use this to protect your teammates or to protect yourself if you're starting to get mobbed.

You may combine this with Quagmire to further reduce the mobs' AGI and DEX, making you harder to hit and making the wall last even longer.

Safety Wall also blocks Hell's Judgement at melee range (1-4 cells from the enemy). Finally, Safety Wall and Pneuma can't be cast within a 3x3 area of each other. That means if there's an annoying monster (e.g. Kiel-D01, Hibram, Magaleta) that's casting Pneuma and preventing your teammates from doing ranged physical damage, just cast this skill right next to those mobs and they won't be able to protect themselves from ranged physical attacks.

Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.

Expanded Super Novice

Skill Level Notes
210.png Snatcher (Gank) 4 Automatically steals something from an enemy while attacking. The success chance depends on the level of "Steal" learned.
213.png Tunnel Drive 2 Moving while hiding makes escaping or positioning for a raid easier.
211.png Steal Coin (Mug) 4 Steals zeny from an enemy. Higher levels means higher levels of success. This will draw the aggression of the enemy, because obviously it is very mad that you stole some of its hard-earned money.
212.png Back Stab 2 Usable only when facing the enemy's back. Causes physical damage that never misses, but it will make the enemy look back at you very angrily because you back-stabbed it.
213.png Raid (Sightless Mind) 1 Mainly for supportive purposes, by boosting your own damage or your party's overall damage. Non-boss enemies receive 30% more physical and magic damage and boss enemies receive 15% physical and magic damage for 10 seconds.
72.png Status Recovery 1 Cures Stun, Frozen, Stone, Stasis and White Imprison.
81.png Sightrasher 1 Utility skill that deals Fire element magic damage and pushes enemies away. Requires Sight to be active before use. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png Heaven's Drive 1 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance from you.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI.
248.png Faith Optional Adds up to 2000HP and increases Holy resistance by up to 50%. Get this skill if more HP is needed.
66.png Impositio Manus 3-5 Provides additional ATK and MATK to you and the whole party. Makes everyone kill and heal things a little more effectively.
68.png Aspersio 1-5 Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
74.png Magnificat Optional Optional. Doubles the caster and party's SP Recovery rate for a duration. If you have SP consumption issues and SP-healing items are too expensive, then add some points here. When combined with the skill "Increase SP Recovery", SP should be much less of a problem.
70.png Sanctuary 7 Besides healing party members, this can also be used to heal yourself while tanking in case the main support/s is either disabled, too busy or too far from you.

At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.

75.png Gloria Optional Adds 30 LUK, which means more CRIT, ATK and MATK.
5075.png Breakthrough Optional Add points to this skill if more HP, SP and ATK are needed. Optional.
5076.png Help Me Angel! 1 Restores 1000 HP and 350 SP per second for 20 seconds for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely. Very wisely.
5077.png Transcendence 5 More HP, SP, MATK and healing power is always better.

Equipment

Budget

Item Type Way to obtain Notes
Super Novice Hat [1] Upper Headgear Lighthalzen Armory (unslotted)

Holden (slotted)

All stats +1. Buy this or kill gun-wielding moles if you're on a tight budget.
Peco Ears [0] Mid Headgear Gold Coins Adds a little bit of AGI and MDEF for slightly increased survivability and ASPD.
Novice Breastplate [1] Armor Yuno - King's Shop The next level of protection after wearing rags that came from the dump ( Tattered Novice Ninja Suit [0] ). Buy this if you're on a tight budget.
Angelic Protection [1] Armor Eclipse Has a slot and gives a good boost to MDEF (+20). No bonus HP and SP though.
Armor of Airship [0] Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
Faceworm Queen Leg [2] Dagger Faceworm Queen This is one of the best weapons for this build. It gives decent attack and a good amount of MATK. When physically attacking, there's a chance to transform into the Faceworm Queen. When that happens, physical attacks will have a very high chance of casting Level 1 Earthquake. Unlike the article in iROwiki, Earthquake deals Neutral element damage BASED ON MATK, not ATK. Level 1 Earthquake deals three hits of 300% MATK in an 11x11 area around you. The Earthquake proc will be your main source of damage.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral. For this build, don't equip a shield unless it's necessary. Super Novices suffer a BIG attack speed penalty (-10 ASPD) when equipping shields and it will make your offense a lot weaker.
Novice Manteau [1] Garment Lighthalzen Armory Gives 10% Neutral resistance. Use this if you're on a tight budget.
Cloak of Airship [1] Garment Airship Assault An improved version of the Novice Manteau, it adds Flee and reduced cast time in addition to Neutral resist. A good overall garment.
Novice Shoes [1] Footgear Lighthalzen Armory Increases MHP by 5%. Use this if you're on a tight budget.
Boots of Airship [0] Footgear Airship Assault Use this to complete the Airship set. Gives an ASPD boost.
Black Rosary [1] Accessory Nightmare Wraith Dead Also known as Dark Rosary. Try equipping two of these. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. This is the more defensive accessory.
Int Glove [1] Accessory Eclage Glove Seller (10 Splendide Coins) If your base INT is 110, it adds MATK for every 10 base INT and +1% MATK if base INT is 110. Equip two of these to increase the damage from your autospells, especially Earthquake from the Faceworm Queen's Leg. This is the more offensive accessory.


Recommended

Item Type Way to obtain Notes
Ascendant Crown [1] Upper Headgear Cash Shop A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.

All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%. When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.

Monocle [1] Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear. Other mid headgears can be obtained via the Cash Shop, but only a few can be slotted via the Spiritual Auger .
Rainbow Scarf [0] Lower Headgear Cash Shop Gives additional MATK for better Earthquake and autospell damage.
CD in Mouth [0] Lower Headgear Cash Shop Can be used only when soul-linked. When attacking, there's a 6% chance of casting level 1-5 Fire Bolt, Cold Bolt, Lightning Bolt and Soul Strike on the enemy for 5 seconds. This will increase your damage output by a good amount, provided you have a Soul Linker or alt Soul Linker to cast Super Novice Soul Link from time to time. Be aware of the After-Cast Delay after the autocast.
Advanced Angelic Protection [1] Armor Reno (@go 36), 20 Pure Energy Crystals Has a slot and gives a large boost to MDEF (+30). No bonus HP and SP though.
Ancient Armor of Rift [1] Armor Infinite Space HP +500, SP -100. If refine rate is 7, HP +400. If refine rate is 9, HP +600. It reduces Max SP and it doesn't give MDEF but it has a slot and gives 500HP in exchange.
Flattery Robe [1] Armor 600 Honor Tokens. Obtained by completing Banquet for Heroes Daily Quests MATK +50. Increases MATK by 50 at level 120 and another 50 at level 140, for a total of MATK +150. Enables the use of Level 1 Endure. This is a fantastic piece of armor that will greatly boost the damage of the Earthquake autocast from the Faceworm Queen Leg.
Faceworm Queen Leg [2] Dagger Faceworm Queen This is one of the best weapons for this build. It gives decent attack and a good amount of MATK. When physically attacking, there's a chance to transform into the Faceworm Queen. When that happens, physical attacks will have a very high chance of casting Level 1 Earthquake. Unlike the article in iROwiki, Earthquake deals Neutral element damage BASED ON MATK, not ATK. Level 1 Earthquake deals three hits of 300% MATK in an 11x11 area around you. The Earthquake proc will be your main source of damage.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral. For this build, don't equip a shield unless it's necessary. Super Novices suffer a BIG attack speed penalty (-10 ASPD) when equipping shields and it will make your offense a lot weaker.
Giant Faceworm Skin [1] Garment Faceworm's Nest Recommended to obtain at least a +10 with a mix of AGI and INT enchants. Gives lots of DEF and various stats.
Temporal AGI Boots [1] Footgear Old Glast Heim

[Temporal Boots]]

When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Lucky Day.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Broken Heart [1] Accessory Horror Toy Factory MSP+200. Enables the use of Level 3 Scream. It's useful only when combined with the item Kind Heart, as it adds a chance to autocast Kimi's Mind Confusion when attacking physically.
Kind Heart [1] Accessory Horror Toy Factory MHP+500. Restores 300HP every 10 seconds. This will increase your survivability. Get this one if you want to be a little more durable.
Evil Gloves [1] Accessory Horror Toy Factory MHP+500, MSP+200. Enables the use of level 1 Spider Web. While attacking, it has a chance to autocast Kimi's Mind Confusion, a skill that randomly casts Frost Nova, Amplify Magic Power or Psychic Wave.
Black Rosary [1] Accessory Nightmare Wraith Dead Also known as Dark Rosary. It gives a nice boost to MDEF (+15), which means less damage from magic attacks and reduced chances of being Stone Cursed and Frozen. This is the more defensive accessory.
Int Glove [1] Accessory Eclage Glove Seller (10 Splendide Coins) If your base INT is 110, it adds MATK for every 10 base INT and +1% MATK if base INT is 110. Equip this to increase the damage from your autospells, especially Earthquake from the Faceworm Queen's Leg. This is the more offensive accessory.


Cards

Card Slot Notes
Arc Angeling Headgear Luxury card. Gives 300HP and double HP and SP recovery if base LUK is 77. This is a must have, as you'll recover a lot more quickly if you're damaged, lessening the need for consumables and heals. Try to get two of these (for upper and slotted mid headgear) for maximum effect.
Repair Robot Turbo Headgear Increases HP and SP regeneration by 25%. Gain 30HP and 3SP when killing a monster via melee physical attacks. If refine rate is +7 and above, each melee physical attack will restore 10HP and 1SP. This is the poor man's Arc Angeling card. Fortunately, the added HP and SP recovery doesn't require 77 base LUK.
Carat

Cendrawasih

Elder Willow

Isilla

Headgear These cards all give INT+2. However, their second effect is different. Carat increases MSP by 150 if the headgear is +9 and above. Cendrawasih increases INT for every 3 refine, but if you're a Mage class. Elder Willow just increases INT by 2. Isilla card will reduce variable cast time by 50% and increase Flee by 30 for 5 seconds by chance when casting magic.
Incubus Headgear Gives additional SP at the cost of reduced INT and SP recovery. Use this only if you have a Succubus card in order to get the combo.
Lichtern Blue

Lichtern Green

Lichtern Red

Lichtern Yellow

Headgear These cards all give MATK+10 plus a 5% increase in magic damage depending on the card. Blue = Water, Green = Wind, Red = Fire, Yellow = Earth.
Agav Armor MATK+5%, DEF-10. This will further increase your autospell damage. Get this for more damage.
Remover Armor Gives +800 HP and +10% HP recovery. For every refine rate, the HP bonus is reduced by 40. This card gives lots of HP plus added HP recovery, and the HP bonus reduction per refine rate isn't too bad. Use this if you don't have or need the Incubus-Succubus card combo. Get this for more survivability.
Succubus Armor Gives additional HP at the cost of reduced VIT and HP recovery. Best when paired with an Incubus card. Get this AND the Incubus card for survivability.
Mutant Dragonoid Weapon ATK+15. Add a 5% chance to autocast level 3 Fire Ball when attacking. If Fire Ball is at level 10, it will autocast that instead.
Hatii Babe Weapon Add a 5% to autocast level 3 Frost Diver when attacking.
White Knight Weapon Gives +20% more damage to Medium and Large monsters.
Hodremlin Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
Cenere Garment Every 10 base AGI increases ASPD by 2%. Use this card if you have high MATK.
Choco Garment Every 10 base INT increases MATK by 5. Use this card if you have high ASPD.
Kasa Garment If you think you have enough MATK and ASPD and you want to autocast level 5 Fire Bolt and level 5 Fireball and turn everything into Kentucky Fried Chicken, use this card.
Marsh Arclouse Garment Every 10 base INT increases MATK by 3 and ASPD by 1%. If base INT is 120 and above, MATK +40. At 120 base INT, MATK +70 and ASPD +12%. This makes you attack faster while also making your autospells more powerful at the same time.
Arhi Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A very good all-around footgear card. Obtained at the Geffen Magic Tournament.
Dio Anemos Footgear MATK+3%. Earth and Neutral element magic damage +5%. This will boost the damage of Earthquake and Psychic Wave (if you have the Gentle Heart/Broken Heart Combo or Evil Gloves), a neutral element magic skill. Obtained at the Geffen Magic Tournament.
Gold Acidus Footgear A great card for those that have +4 footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
Verit Footgear If your footgear is overupgraded, use this one. Max HP and Max SP +8%.
Matyr Footgear If your footgear is overupgraded or if you don't have a Gold Acidus, use this one. Gives +10% max HP and +1 AGI.
Firelock Soldier Footgear If your footgear is overupgraded, this is one of the best cards to have. STR +2. Gives +10% max HP and SP if the footgear is +9 or better.
Scaraba Accessory MATK+20, MSP-1%. This will further increase damage of your autospells. You may choose to get two of these for more damage, or just one or none at all and replace them with autospell cards.
Dwigh Accessory Increases Neutral and Shadow element magic damage by 20%. This will greatly boost the damage of Earthquake and Psychic Wave... If you're lucky enough to get this card. Obtained at the Geffen Magic Tournament.
Gazeti Accessory Add a 5% chance to autocast level 2 Cold Bolt when attacking.
Essence of Evil INT3 Any with slot Gives STR-4, MATK+12, INT+4. This will further increase your autospell damage. Insert this into any of the following: headgear, armor, weapon.


Pets

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System and here on how to obtain and feed a pet.

Strategy

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.


When in a party:

You'll usually be the secondary DPS and secondary support but on a few occasions, secondary tank. Soften enemies that come from the sides and rear so that the main DPSs can more easily kill the mobs. Help the main support by providing extra heals, buffs and crowd control. The high AGI of this build also grants a bit of tanking ability - you can help the main tank with luring enemies to the party. Just be aware of the Flee penalty. If there are 2 monsters attacking you, each additional monster will reduce your max Flee by 10%. That means if there are 12 monsters attacking you, your actual Flee is ZERO.

Flee Tank (Undergoing Renovations)

Support/Off-Tank build Super Novice (SN) with just 12,000HP tanking the final boss in demon god. A Super Novice can tank ALL the MVPs in this instance, even without the help of Devotion from a Royal Guard.

This build is my specialty and personal favorite. The Flee Tank build is a Swiss Army Knife. It can heal, buff, support, provide crowd control, lure, tank, and even do a tiny bit of damage. A Super Novice using this build or similar builds is a great little companion to any DPS and a cute, helpful assistant to a party's main support and tank. The build is quite difficult to play, requiring good judgement in every decision, especially when it's just you and a DPS running an instance. But once you get the hang of it, the rewards are rich.

Support/Off-Tank SN in action. In this case, he takes the role of tank in Temple of the Demon God

Stats

  • STR 50-70 (1-20 if 10 Gym Passes are used)
  • AGI 120-130
  • VIT 80-120
  • INT 70-80
  • DEX 50-70
  • LUK 70-80 (77 if you have an Arc Angeling Card)

Skills

Super Novice

Skill Level Notes
49.png Increase Dodge 10 VERY IMPORTANT. This will be your main source of Flee. Adds 30 Flee at level 10.
52.png Envenom 3 Prerequisite for Detoxify. Poison-element melee poke that has a chance to cause Poison status.
53.png Detoxify 1 Detoxifies poisoned enemies. Since Archbishops don't have a skill that cures Poison, Thief Classes are (usually) too busy doing their thing and some players may forget to bring Green Herbs, you can use this to get rid of the Poison.
6.png Provoke 5 Mainly used as a prerequisite for Endure. You can also use this to lure bad and scary monsters to you, if your insults and middle finger succeed.
8.png Endure 1-2 Prevents your character from flinching due to being hit (up to 7 hits). Level 1 is more than enough to escape a losing battle, as higher levels add only duration and MDEF, not the number of hits you can sustain before flinching. You have two choices - Impositio Manus or this. Take Impositio Manus for more buffs. Take this skill to lure, tank and escape better.
9.png Increase SP Recovery Optional If more SP recovery is needed, get this skill.
24.png Ruwach 1 Reveals and deals Holy Element magic damage to hidden enemies.
26.png Teleport 2 Save weight, money, inventory space and the grind for a Creamy Card (or the zeny to buy it)!
27.png Warp Portal 4 Warps up to 8 players to your save point and 3 other spots of choice. Consumes 1 Blue Gemstone per use. Use /memo to add a spot.
25.png Pneuma 1 A very useful skill that makes ranged physical attacks miss in a 3x3 area. Some powerful MVP attacks, such as Hell's Judgement, can be blocked by this.

Note that Safety Wall and Pneuma can't be within a 3x3 area of each other. You can use this skill to prevent some monsters (e.g. Hibram, Magaleta) from casting Safety Wall. When facing a mix of melee and ranged enemies, should you decide to cast Pneuma, make sure to place it in the cell behind you so that ranged physical DPS classes can hit the melee mobs attacking you.

35.png Cure 1 Cures Blind, Confuse and Silence.
28.png Heal 10 Heals you and your allies. When you need to heal yourself while tanking, take note of the Cast Delay if you're spamming Safety Wall.
29.png Increase AGI 10 VERY IMPORTANT skill for this build - max this. Gives a movement speed boost, more ASPD and more Flee for tanking.
22.png Divine Protection 5 Prerequisite for Blessing and Angelus. Reduces damage from Demon and Undead race enemies.
34.png Blessing 10 Raises a target's STR, INT and DEX. More DEX means reduced cast time and more Hit, which also means better Safety Wall spamming when tanking.
10.png Sight 1 Prerequisite for Sightrasher.
20.png Lightning Bolt 1 Prerequisite for Sightrasher.
16.png Stone Curse 1 Prerequisite for Earth Spike.
45.png Attention Concentrate 10 Gives a lot of DEX and AGI. Max this one.
12.png Safety Wall 10 A very versatile skill with many uses. Creates a barrier on the ground that blocks melee physical attacks. You can use this to protect your teammates or to enhance your tanking abilities.

If Flee and Perfect Dodge aren't enough, this skill will enable you to tank larger groups of monsters and even a few MVPs. With your high Flee, Safety Wall tanking with this build is easier compared to other classes (disputable), as a missed attack won't count as a hit and won't reduce the wall's durability. You may combine this with Quagmire to further reduce the mobs' AGI and DEX, making you even harder to hit and making the wall last even longer.

Safety Wall also blocks Hell's Judgement at melee range (1-4 cells from the enemy). Finally, Safety Wall and Pneuma can't be cast within a 3x3 area of each other. That means if there's an annoying monster (e.g. Kiel-D01, Hibram, Magaleta) that's casting Pneuma and preventing your teammates from doing ranged physical damage, just cast this skill right next to those mobs and they won't be able to protect themselves from ranged physical attacks.

Consumes 1 Blue Gemstone for each wall created, not the number of times the skill is cast.

Expanded Super Novice

Skill Level Notes
72.png Status Recovery 1 Cures Stun, Frozen, Stone, Stasis and White Imprison.
81.png Sightrasher 1 Utility skill that deals Fire element magic damage and pushes enemies away from you. Cast Sight first then this skill. Use this to push back enemies away from you or party member/s getting mobbed to death. This is a very effective means of escape when combined with Quagmire.
90.png Earth Spike 3 Prerequisite for Heaven's Drive. Essentially an Earth Bolt.
91.png Heaven's Drive 1 Prerequisite for Quagmire. Use this skill to reveal and damage hidden enemies that are a good distance from you.
92.png Quagmire 5 Very useful utility skill that slows down enemies while also cutting their DEX and AGI.

This will make you lure and flee-tank larger groups of monsters more effectively.

248.png Faith 10 It adds up to 2000HP and increases Holy resistance by up to 50%. This must be maxed. More HP and Holy resistance means more survivability.
249.png Auto Guard 10 Complements the high Flee very well, making you even harder to hit. Has a 30% chance to block most physical attacks (melee, range and physical skills) at level 10.
70.png Sanctuary 7 Besides healing party members, this can also be used to heal yourself while tanking in case the main support/s is either disabled, too busy or too far from you.

At level 7, it heals 777HP per second. Higher levels aren't necessary as they add only duration. Consumes 1 Blue Gemstone per use.

75.png Gloria Optional Adds 30 LUK, which means more CRIT, ATK and MATK.
66.png Impositio Manus 3-5 Provides additional ATK and MATK to you and the whole party. Makes everyone kill and heal things a little more effectively.
68.png Aspersio 1-5 Endows a target's weapon with the Holy property. Consumes 1 Holy Water per use.
74.png Magnificat Optional Doubles SP recovery of the caster and the party. If 10 levels of the skill Increase SP Recovery is too much, this is an excellent substitute.
365.png Magic Crasher Optional Somewhat long-range poke mainly use to get back lost aggro. Use this to lure monsters to you and away from the party and spam it to keep them from targeting other party members. If this fails, get back the aggro by autoattacking.
5075.png Breakthrough 5 More HP, SP and received healing is always better. Max this.
5076.png Help Me Angel! 1 Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely. Very wisely.
5077.png Transcendence 5 More HP, SP and healing power is always better. Max this.

Equipment

Not only is this build quite tanky, it's also surprisingly cheap to gear.

Budget

Item Type Way to obtain Notes
Super Novice Hat [1] Upper Headgear Lighthalzen Armory
8,500 zeny

Holden (slotted)

All stats +1. Buy this or kill gun-wielding moles if you're on a tight budget.
Novice Breastplate [1] Armor Yuno - King's Shop
89,000 zeny
The next level of protection after wearing rags that came from the dump ( Tattered Novice Ninja Suit [0] ). Buy this if you're on a tight budget.
Angelic Protection [1] Armor Eclipse Has a slot and gives a good boost to MDEF (+20). No bonus HP and SP though. If the Novice Breastplate is way too expensive, get this.
Mace [4] Mace Weak Skeleton, Skeleton, Curupira Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
Novice Shield [1] Shield Lighthalzen Armory
5,000 zeny
The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
Angelic Guard [1] Shield Mastering Part of the Angel's Set. If the Novice Shield is too expensive or if you want the full Angel's Set, get this.
Novice Manteau [1] Garment Lighthalzen Armory
50,000 zeny
Gives 10% Neutral Resistance. A good choice for budding Flee-Tank Super Novices.
Angelic Cardigan [1] Garment Vagabond Wolf Part of the Angel's Set. Adds 5% HP recovery. If a Novice Manteau is still too expensive, get this.
Novice Shoes [1] Footgear Lighthalzen Armory
35,000 zeny
A pair of shoes that gives an HP boost.
Angelic Reincarnation [1] Footgear Vocal Grants 100 HP. If a pair of Novice Shoes is still way too expensive, then it's time to hunt an orchestra of giant grasshoppers.
Novice Armlet [1] Accessory Izlude Armor Dealer
400 zeny
Starter accessory for Novices. Doesn't give any stats, but at least it's slotted and cheap.

Mid-Tier

Item Type Way to obtain Notes
Ascendant Crown [1] Upper Headgear Cash Shop A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.

All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%. When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.

Monocle [1] Mid Headgear Owl Viscount, Owl Marquees The cheapest and "easiest" to get slotted mid headgear.
Peco Ears [0] Mid Headgear Gold Coins If a slotted Monocle is still out of reach, this is good for the time being.
Armor of Airship [0] Armor Airship Assault No slot, but it gives a bit of MDEF and a large boost to HP and SP, especially when the set is complete.
Advanced Angelic Protection [1] Armor Reno (@go 36), 20 Pure Energy Crystals and 1 Angelic Protection Has a slot and gives a bigger MDEF boost (+30) compared to the vanilla version. No bonus HP and SP though.
Mace [4] Mace Weak Skeleton, Skeleton, Curupira Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
Fortune Sword [0] Dagger Phreeoni, Wickebine Tres Available only when soul-linked. Gives LOTS of Perfect Dodge (+20), making you even harder to hit. When the soul link expires, the weapon will remain equipped until you remove it, teleport, relog, or change maps.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
Cloak of Airship [1] Garment Airship Assault Gives Flee, Neutral resist and reduced cast time. When a decent Giant Snake Skin is out of reach, this is a good substitute.
Giant Faceworm Skin [1] Garment Faceworm's Nest Recommended to obtain at least a +10 with pure AGI enchants. Gives lots of DEF and various stats. This is a very nice alternative to the Cloak of Airship.
Advanced Angel's Reincarnation [1] Footgear Reno (@go 36), 20 Pure Energy Crystals and 1 Angel's Reincarnation Gives +500 HP and +100 SP.
Temporal AGI Boots [1] Footgear Old Glast Heim

Temporal Boots

When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Agi Glove [1] Accessory Eclage Glove Seller (10 Splendide Coins) Gives 1 Flee for every 10 base AGI and adds 1 Perfect Dodge if base AGI is 110. Wear two of these for maximum Flee.

Recommended

Item Type Way to obtain Notes
Ascendant Crown [1] Upper Headgear Cash Shop A must have. Get this once you have enough cash points. Provides LOTS of bonuses. If you're willing, try upgrading this to +9.

All stats +10, ATK and MATK +30, Hit, Flee, Crit and MDEF +20, Perfect Dodge +5, ASPD +2, reduces var. cast time by 20%, reduce Neutral damage by 5%. When refined to +7, it adds 1000HP and 100SP. At +9, it adds +5 to all stats.

B. Frame Glasses [1] Mid Headgear Owl Viscount, Owl Marquees One of the best mid-headgears for this build. Int +1, MDEF +2. It can be slotted, using the Spiritual Auger in the Cash Shop.
4Leaf Clover in Mouth [0] Lower Headgear Gold Coins Gives additional MDEF and more importantly, more LUK which means more Perfect Dodge.
Toy Syringe [0] Lower Headgear Custom Headgear Quests Increases the healing power of condensed potions.
Advanced Angelic Protection [1] Armor Reno (@go 36), 20 Pure Energy Crystals Has a slot and gives a bigger MDEF boost (+30) compared to the vanilla version. No bonus HP and SP though.
Mace [4] Mace Weak Skeleton, Skeleton, Curupira Choose either this and card it. Or just use your bare hands to attack (for aggro and maximum ASPD).
Fortune Sword [0] Dagger Phreeoni, Wickebine Tres Available only when soul-linked. Gives LOTS of Perfect Dodge (+20), making you even harder to hit. When the soul link expires, the weapon will remain equipped until you remove it, teleport, relog, or change maps.
Novice Shield [1] Shield Lighthalzen Armory The best shield the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
Giant Faceworm Skin [1] Garment Faceworm's Nest Recommended to obtain at least a +10 with pure AGI enchants. Gives lots of DEF and various stats. This is a very nice alternative to the Cloak of Airship.
Temporal AGI Boots [1] Footgear Old Glast Heim

Temporal Boots

When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base AGI is 120, the added ASPD bonus will make you attack faster and retain aggro better. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Temporal VIT Boots [1] Footgear Old Glast Heim

Temporal Boots

When combined with Giant Faceworm Skin, it gives a large boost to HP and SP. If base VIT is 120, the added HP bonus will further increase survivability. Try to get either the ASPD or Max HP enchants. The second enchant can be Muscular Endurance or Lucky Day. Use this only if you have a full AGI Giant Faceworm Skin.

NOTICE: TEMPORAL BOOTS CANNOT BE WORN BY SUPER NOVICES IN OFFICIAL RO SERVERS!

Angel Poring Boots [0] Footgear Prontera Castle All stats +1 and enables the use of Heal (level 1). Enchant this with Aquarius Stone.
Agi Glove [1] Accessory Eclage Glove Seller (10 Splendide Coins) Gives 1 Flee for every 10 base AGI and adds 1 Perfect Dodge if base AGI is 110. Wear two of these for maximum Flee.


Cards

This build can still tank quite effectively even if you don't have the really expensive cards.

Card Slot Notes
Arc Angeling Headgear Luxury card. Gives 300HP and double HP and SP recovery if base LUK is 77. This is a must have, as you'll recover a lot more quickly if you're damaged, lessening the need for consumables and heals. Try to get two of these (for upper and slotted mid headgear) for maximum effect.
Repair Robot Turbo Headgear Increases HP and SP regeneration by 25%. Gain 30HP and 3SP when killing a monster via melee physical attacks. If refine rate is +7 and above, each melee physical attack will restore 10HP and 1SP. This is the poor man's Arc Angeling card. Fortunately, the added HP and SP recovery doesn't require 77 base LUK.
Blue Acidus Headgear If your headgear isn't overupgraded, this is a nice choice. Gives 80SP and 5% more SP recovery if refine rate is 4 or less. Otherwise, it gives 40SP.
Bungisngis Headgear Use this only if you have a +7 or +9 Ascendant Crown. If you don't have access to an Arc Angeling Card, this can be a good substitute, as it gives +3-4% MHP.
Ungoliant Headgear Gives additional HP recovery (+10%) and prevents the bleeding status.
Angeling

Bathory

Evil Druid

Marc

Pasana

Swordfish

Dokebi

Sandman

Ghostring

Armor These cards change your Element, are situational and can be used to make tanking a whole lot easier.

Angeling: Holy Element, an all around good card, but very expensive.
Bathory: Shadow Element, for tanking MVPs and mobs with powerful skills like Dark Grand Cross.
Evil Druid: Undead Element, for tanking MVPs and mobs with Dark Element attacks and bad statuses like Freezing and Stone Curse.
Marc: Prevents Frozen Status, for MVPs with skills that causes Frozen Status.
Pasana: Fire Element, for MVPs and mobs with powerful Fire-Element attacks like Muspelskoll.
Swordfish: Water Element, for tanking MVPs and mobs with powerful Water-Element attacks like Brinaranea and Ktullanux.
Dokebi: Wind Element, for MVPs and mobs with powerful Wind-Element attacks like Valkyrie Randgris.
Sandman: Earth Element, for reducing damage from Earth Element attacks. Note: Earthquake is NOT Earth Element, it is NEUTRAL.
Ghostring: Ghost Element, for reducing damage from Earthquake and other Neutral physical attacks.

White Knight Weapon The main reason for a White Knight (WK) card in the weapon is for the additional 5% damage reduction from the Khalitzburg Knight (KK). Just 1 is enough, followed by 3 Banaspaty or Sropho cards.
Banaspaty Weapon Has a chance to cause "Burning" status to an enemy when attacking. Get 4 of these if you don't have a WK card.
Sropho Weapon Has a chance to cause "Crystal" status to an enemy when attacking. Get 4 of these if you don't have a WK card.
Khalitzburg Knight Shield Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
Alice Shield Gives 40% damage reduction from Boss protocol mobs and MVPs, but receive 40% more damage from normal mobs. Use this card when tanking MVPs that have little to no adds.
Hodremlin Shield Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. If it procs, the additional Perfect Dodge makes you much harder to hit. An all-around good damage reducing card.
Medusa

Megalodon

Shield Use these cards in certain situations when mobs love spamming Stone Curse or Freeze skills.
Kavach Icarus Garment Gives LOTS of Flee if the garment isn't overupgraded. +20 Flee and +1 Perfect Dodge if the garment has a refine rate of 4 or less.

Otherwise, it gives +10 Flee.

Choco Garment This is an alternative to the Kavach Icarus Card Card. Gives less Flee (+10) but more Perfect Dodge (+5).
Orc Baby Garment Use this if you have a +9 or better Giant Faceworm Skin. Gives 10% Neutral resist and +10 Flee, but if the garment is +9 and higher, it gives 15% Neutral resist and +15 Flee.
Flamel Garment Grants +10 Flee and makes Condensed Red, Yellow and White Potions 200% more effective. This is a very useful card if you have lots of Condensed Potions. It makes tanking a bit easier and significantly a less nerve-wracking experience as a Condensed White Potion will heal around 30-40% of your max HP (at 108 total VIT and 12,000HP).
Haunted Obsidian Garment If you have a Toy Syringe, either stick to Flamel for more potent Condensed Potion recovery or switch to this card, as it grants even more Flee. Each 10 Base AGI, Flee +3 and ASPD +1%. If AGI is 120 or higher, ASPD +1. Haunted Obsidians are found in the Illusion of Teddy Bear dungeon.
Arhi Footgear Max HP +500, ATK, MATK, Hit and Flee +15. A very good all-around footgear card. Obtained by defeating Arhi in the Geffen Magic Tournament.
Gold Acidus Footgear A great card for those that have +4 footgears. Max HP and Max SP +4%. If the footgear's refine level is 4 or less, it gives additional 4% HP and SP plus 5% increased HP and SP recovery.
Verit Footgear If your footgear is overupgraded, use this one. Max HP and Max SP +8%.
Matyr Footgear If your footgear is overupgraded or if you don't have a Gold Acidus, use this one. Gives +10% max HP and +1 AGI.
Firelock Soldier Footgear If your footgear is overupgraded, this is one of the best cards to have. STR +2. Gives +10% max HP and SP if the footgear is +9 or better.
Yoyo Accessory Gives +1 AGI and +5 Perfect Dodge. This is a must-have.
Phen

Bloody Butterfly

Accessory Uninterruptible cast makes Safety Wall spamming possible, especially when you're surrounded by lots of mobs and/or adds.
Essence of Evil AGI3 Any equipment with slots AGI +4, Flee +8, VIT -4. More AGI and Flee means better Flee tanking. However, adjust your stats to compensate for the VIT penalty but at the same time, your base AGI must ALWAYS remain at 130. Insert this to ANY piece of equipment. With 11 slots available (Upper Headgear, Mid Headgear, Armor, Shield, Cape, Footgear, 4-slotted weapon and 1x accessory, the other one must have a Phen/Bloody Butterfly Card), you can get AGI +44, Flee +88 and VIT -44 if you decide to go all out.


Pets

The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System and here on how to obtain and feed a pet.

Strategy

Support/Off-Tank build Super Novice helping the party's main tank by fending off a Kathryne Cheiron attacking from the rear in Tomb of the Fallen (Bio 5 / Nightmare BioLabs).

This build works best with a partner or in a party. The playstyle may be described as suicidal, akin to constantly staring at Death's piercing gaze, as you'll be supporting AND protecting your teammates, all while Death is patiently waiting for that Wandering Archer to land a Double Strafe or Valkyrie Randgris to land a Brandish Spear and kill you.

Aside from the usual support duties, you're going to put your life on the line and save the skins of your partner or teammates. You will be also be tanking groups of monsters, sometimes even MVPs, should the main tank fall or have internet issues.

READ: This strategy assumes that you do not have Siegfried Tokens, healing and SP recovering consumables and Kafra Cards. Just your healing skills, passive SP recovery, Blue Gemstones for Safety Wall and Sanctuary and Yggdrasil Leaves in case something wrong happens. All of the things typed below will be easier if you have Siegfried Tokens, healing items and Kafra Cards.


When soloing:

This build's soloing capability is somewhat limited. Your only source of damage is your autoattack. With your high Flee, you can tank up to 6 enemies (40% flee penalty), though that number will vary depending on the enemies' Hit rate. You may get a Super Novice Soul Link and use a CD in Mouth to enhance your autoattacks, but beware of the After-Cast Delay that comes after each autocast. In case you're being mobbed, cast Sightrasher to push away mobs, then cast Quagmire to slow down the mobs in order to escape.


When partnered with a DPS:

You'll double-duty as support and tank. First, the party window must be open at all times, with the lock function activated and with buffs shown (type @showbuffs). Protect your partner and keep him/her alive at all costs. Buff, heal and cast Safety Wall or Pneuma on your partner and yourself when necessary, but be aware of your very low SP and the Cast Delay after casting some skills. Lure, but not too much - be aware of the Flee penalty. It's a 10% reduction of your max Flee for every additional monster if 2 are already attacking you. When 12 or more monsters are attacking you, your actual Flee is ZERO, no matter how much Flee you have. If you run into the unfortunate situation of luring too many monsters, hope that your partner is nearby and not busy or disabled. If not, cast Sightrasher to push the mobs away, then cast Quagmire to slow them down. This combo will either guarantee an escape, buy some time, or make killing mobs easier. When a particularly powerful monster (including MVPs) is aiming for your partner, draw the monster away. Make sure it is ALWAYS aggro'd on you, and let your partner kill it.


When in a party:

This time, you'll be both secondary support and tank, as your party is likely to have a main tank and at least one Arch Bishop (AB) as the main support. You'll be helping out the AB, being the secondary source of heals and buffs, providing additional Safety Walls and Pneumas and crowd control with Sightrasher and Quagmire. While doing support, you're also going to tank. While the main tank is luring monsters from the front, your job is to keep the monsters coming from the sides and rear from reaching and doing damage to your party, especially the main support/s and DPS, moreso if they're squishy. If the main tank is a Sura, there might be a few occasions that you'll have to provide cover while Steel Body is being recast. In case the main tank is disabled or has internet issues, you'll be the substitute. It is somewhat similar to when partnered with a DPS, except it's easier as you now have a whole party to more easily dispose of the monsters you lured while the main support heals.

You're doing all of that while worrying about getting one-shotted by mobs due to your miserably low HP, while keeping a close eye on your even more miserably low SP while paying attention to the Cast Delay after using your skills. Use your skills and make your move/s very judiciously. Or else you're dead.


As the main tank: Under Renovation The build's high Flee does most of the tanking work, not the Safety Wall spam. Safety Wall is just there as an extra precautionary measure, but it will be the main way to tank when surrounded by large numbers of enemies or when facing enemies that have really high or increased Hit rates, like MVPs that can cast "Power Up". /ene

Leveling (Under Renovation)

NOTE: This leveling guide will be based on the Utility Mage build.

Novice

Lv1 - Lv26

  • The Novice quest chain will easily get you to level 24 in no time. Once you start the game, you'll spawn in a ship. Start the quest chain by talking to the goat-person, Captain Carroc. Once outside, talk to the goat-person - he'll lead you to two NPCs just south of the bridge to the academy. Along the way, there will be Increase Agi Aco NPCs that give you the level 10 Increase AGI buff to speed things up a bit. First, talk to the Criatura Academy Staff and finish his quest. Talk to the Information Staff next and play his game. After finishing the quests of these NPCs, head down and find the Shop Helper and do her quests.
  • Afterwards, go up the bridge and head inside the Criatura Academy. Talk to the Academy Receptionist and register. Go to the left and talk to the Therapist. Take the First Aid quest to learn the First Aid skill and gain a few levels. Afterwards, get the Red Herb quest. After finishing the quests, head over to the right side and talk to Trainer Mainz. He'll talk about bad status effects, then reward you with EXP. Lastly, move up then left on the first intersection and talk to the Adept Adventurer (he's near a Deviruchi). After finishing the quest, you'll get Novice Poring pets (HP recovery +50% when loyal) plus some EXP.

Lv26 - Lv44

  • Go to Eden (@go 36 or @go eden), talk to Secretary Lime and register. Talk to Instructor Boya so he'll give you a quest to kill Skeletons and Poporings in Payon Dungeon. The NPC is outside the dungeon, by the way. Finish the quests to get Eden equips.


OR


Lv1 - Lv15 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. After finishing the starter quest, go to Eden (@go 36 or @go eden), talk to Secrety Lime and register. Talk to Instructor Boya and do his quests. Free equipment will be given once you finish his quests. Do more quests until you reach base level 45.


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.
  • Proceed to Orc Dungeon. Kill everything you see. However, 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.

Lv71 - Lv84

  • 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

  • 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

Lv99-114

  • Keep doing the 85-114 gramps quests. When the Gramps quests are on cooldown, you may do Reno's Pure Energy Crystal quests (preferably Raydric). At this point, you'll start noticing that it's becoming much harder to kill the monsters that are at the same level as you. From here, gradually change your playstyle from an MDPS to a crowd control support.
  • If you're level 110, you can switch to either the Meteor Strike or Autospell Melee builds, then reskill and restat accordingly. The Reset Man NPC is inside the Main Office basement.

Lv115 - Lv120

  • Gramps will be the best way to go from level 115-144, as you'll most likely have difficulty killing monsters and soloing dungeons. When Gramps is on cooldown, you can continue to do Reno's Pure Energy Crystal quests and Eden board quests.

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 and Sara's Memory (both are solo instances), it's a must that you join a party.
  • At level 140, Phantasmagorica quests become available. These quests will give you 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 will be long, tedious and difficult unless you have at least a DPS partner. 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 daily quests.
  • At level 150, Monster Hunter becomes available. The Shadow Gear needed for all builds is the AGI Set. The materials for crafting the set are dropped by the Great Duneyrr. If there is a lack of Archbishops, Super Novices can substitute, taking on a "Priest" role. When in Duneyrr, your job is relatively simple - Buff everyone, Pneuma yourself and the DPS, and be sure Pneuma is up at all times, as Hell's Judgement will kill you in one hit. You may cast level 7 Sanctuary on the tank to help with healing if you wish - just remember to keep Pneuma on at all times.

175-185 (Under Construction)

  • To quickly max Job Level to 65 without some of the hassle of Gramps 175-185, go to Illusion of Abyss. Kill Ominous Soliders, as one of them gives 2-5% Job EXP.
  • Join a Gramps 175-185 party. When that is finished, you may join a party going to either Glast Heim Abyss or Magma Dungeon Level 3 to further level up.
  • If there are no parties currently available, there are many daily quests available to increase EXP.