Hyper Novice
Intro
| Novice | Super Novice
(2nd Job) |
Ultimate Novice
(2nd Job) |
Hyper Novice
(3rd Job / 4th Job) |
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| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| A Hyper Novice is a generalist that refuses to pick a lane. Swords, maces, staves and shields all fit the same hand, and the same character can open a fight with a melee brawl, switch to a ranged poke, then close it out with a full elemental bombardment. Two passive study lines quietly raise the whole physical side and the whole magical side at once, so nothing in the kit is ever a wasted investment. The profile rewards players who enjoy swapping weapons and answering each pack with the right damage type. Avoid it if you want a single rotation that covers every situation, because deliberate split investment is the entire point of the job. |
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Str+10, Agi+5, Vit+6, Int+10, Dex+5, Luk+6 Pow+10, Sta+5, Wis+4, Spl+10, Con+8, Ctr+3 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Basic Skill | 9 | Passive | - | Unlocks the basic interface functions in order as it levels, up to the full set at Lv 9 |
| First Aid | 1 | Active / Supportive Self | 3 | Restores 5 HP for 3 SP
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| Play Dead | 1 | Active / Supportive Self | 5 | Feigns death for 600 s, cancelled by casting it again
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| Come to me, honey~ | 1 | Active / Supportive | 1 | Pulls the adopted child to a cell beside the parent, range 9 |
2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Sword Mastery | 10 | Passive | - | Weapon ATK +4 * SkillLevel with one-handed swords and daggers
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| Increase HP Recovery | 10 | Passive | - | HP regen +5 * SkillLevel + SkillLevel * MaxHP / 500 every 10 s while idle
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| Bash | 10 | Active / Physical Melee | 8~15 | ATK% = 100 + 30 * SkillLevel, HIT +5 * SkillLevel%
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| Provoke | 10 | Active / Debuff | 4~13 | Damage +3 * SkillLevel + 2%, DEF -5 * SkillLevel - 5%, 30 s, range 9, not on Undead or Boss
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| Magnum Break | 10 | Active / Physical Melee | 30 | ATK% = 100 + 20 * SkillLevel in the inner 3x3, 100 + 10 * SkillLevel in the outer 5x5, Fire, then 20% of weapon damage turns Fire for 10 s
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| Endure | 10 | Active / Supportive Self | 10 | MDEF +SkillLevel, lasts 10 + 3 * (SkillLevel - 1) s, ends after 7 hits
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| Increase SP Recovery | 10 | Passive | - | SP regen +3 * SkillLevel + SkillLevel * MaxSP / 500 every 10 s while idle
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| Sight | 1 | Active / Supportive Self | 10 | Reveals hidden targets in 7x7 for 10 s |
| Napalm Beat | 10 | Active / Magical | 9~18 | MATK% = 70 + 10 * SkillLevel, Ghost, range 9
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| (P) Safety Wall | 10 | Active / Supportive Ground | 30~40 | Barrier = 300 * SkillLevel, blocks 1 + SkillLevel hits, 1 Blue Gemstone
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| Soul Strike | 10 | Active / Magical | 18~38 | MATK% = 100 per Hit, +5 * SkillLevel% versus Undead, SkillLevel Hits, Ghost
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| Cold Bolt | 10 | Active / Magical | 12~30 | MATK% = 100 per Hit, SkillLevel Hits, Water
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| Frost Diver | 10 | Active / Magical | 25~16 | MATK% = 100 + 10 * SkillLevel, Freeze chance 3 * SkillLevel + 35%, Water
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| Stone Curse | 10 | Active / Debuff | 25~16 | Petrify chance 4 * SkillLevel + 20%, 1 Red Gemstone, from Lv 6 consumed only on success
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| Fire Ball | 10 | Active / Magical | 25 | MATK% = 140 + 20 * SkillLevel, 75% on targets at the edge of the 5x5, Fire
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| Fire Wall | 10 | Active / Magical Ground | 40 | MATK% = 50 per hit, 2 + SkillLevel hits per cell, 4 + SkillLevel s, Fire
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| Fire Bolt | 10 | Active / Magical | 12~30 | MATK% = 100 per Hit, SkillLevel Hits, Fire
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| Lightning Bolt | 10 | Active / Magical | 12~30 | MATK% = 100 per Hit, SkillLevel Hits, Wind
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| Thunder Storm | 10 | Active / Magical Ground | 29~74 | MATK% = 100 per Hit, SkillLevel Hits over 5x5, Wind
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| Divine Protection | 10 | Passive | - | Damage taken from Demon and Undead -3 * SkillLevel, added after final damage
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| Demon Bane | 10 | Passive | - | Damage to Demon and Undead +3 * SkillLevel, added after final damage
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| Ruwach | 1 | Active / Supportive Self | 10 | Reveals hidden targets in 5x5 for 10 s and hits what it finds for MATK% = 45
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| Pneuma | 1 | Active / Supportive Ground | 10 | Blocks ranged physical attacks in 3x3 for 10 s |
| Teleport | 2 | Active / Supportive Self | 10~9 | Lv 1 warps to a random cell on the map, Lv 2 opens the destination list |
| Warp Portal | 4 | Active / Supportive Ground | 35~26 | Up to 8 travellers per cast, Lv 1 save point, Lv 2~4 memo points, 1 Blue Gemstone |
| Heal | 10 | Active / Supportive | 13~40 | Heal scales with SkillLevel, Base Level, INT, refine and MATK, and damages Undead by the same amount |
| Increase Agility | 10 | Active / Supportive | 18~45 | AGI +2 + SkillLevel, ASPD +SkillLevel%, 60 s, drains 15 HP from the caster
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| Decrease Agility | 10 | Active / Debuff | 15~33 | AGI -2 - SkillLevel, chance 3 * SkillLevel + 50%, 20 + 5 * SkillLevel s
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| Aqua Benedicta | 1 | Active / Crafting | 10 | Turns 1 Empty Bottle into 1 Holy Water while standing in water |
| Signum Crucis | 10 | Active / Debuff | 35 | DEF -4 * SkillLevel - 10%, chance 4 * SkillLevel + 23%, Undead and Demon only
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| Angelus | 10 | Active / Supportive Self | 23~50 | MaxHP +50 * SkillLevel, DEF +5 * SkillLevel%, 30 * SkillLevel s
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| Blessing | 10 | Active / Supportive | 28~64 | STR, INT, DEX +SkillLevel, HIT +2 * SkillLevel, 40 + 20 * SkillLevel s
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| Cure | 1 | Active / Supportive | 15 | Clears Silence, Chaos and Blind |
| Enlarge Weight Limit | 10 | Passive | - | Max Weight +2000 * SkillLevel
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| Discount | 10 | Passive | - | Shop price -2 * SkillLevel - 5%
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| Overcharge | 10 | Passive | - | Sale price +2 * SkillLevel + 5%
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| Pushcart | 10 | Passive | - | Enables the Pushcart, movement speed -50 + 5 * SkillLevel%
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| Item Appraisal | 1 | Active / Supportive Self | 10 | Identifies one unknown item |
| Vending | 10 | Active / Supportive Self | 30 | Street stall holding 2 + SkillLevel item slots
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| Mammonite | 10 | Active / Physical Melee | 5 | ATK% = 100 + 50 * SkillLevel, costs 100 * SkillLevel Zeny
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| Owl's Eye | 10 | Passive | - | DEX +SkillLevel
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| (P) Vulture's Eye | 10 | Passive | - | Range +SkillLevel, HIT +SkillLevel%, bow weapons only
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| Improve Concentration | 10 | Active / Supportive Self | 25~70 | DEX, AGI +2 + SkillLevel%, 40 + 20 * SkillLevel s, reveals hidden in 3x3
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| Double Attack | 10 | Passive | - | Double attack chance 5 * SkillLevel%, daggers only
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| Improve Dodge | 10 | Passive | - | FLEE +3 * SkillLevel
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| Steal | 10 | Active / Supportive | 10 | Base chance 6 * SkillLevel + 2%, contested by the target's DEX, not on Boss or Players
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| Hiding | 10 | Active / Supportive Self | 10 | 30 * SkillLevel s, drains 1 SP every 4 + SkillLevel s
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| Envenom | 10 | Active / Physical Melee | 12 | ATK +15 * SkillLevel as Poison, Poison chance 4 * SkillLevel + 10%
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| Detoxify | 1 | Active / Supportive | 10 | Removes Poison from the target |
| Buying Store | 1 | Active / Supportive Self | 30 | Opens a buying stall, consumes 1 Bulk Buyer Shop License |
| Change Cart 2 | 1 | Active / Supportive Self | 40 | Chooses a cart skin |
Ultimate Novice keeps every skill above and adds 49 more on top. 46 of those are borrowed second-class skills from the Priest, Wizard, Blacksmith, Hunter, Assassin, Rogue, Alchemist, Crusader, Monk and Sage lines, and 3 are Novice-line extras: Breakthrough, Angel, help Me! and Transcendence. They belong to other lines rather than to the Novice line itself, so they are not repeated here.
3rd / 4th Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Selfstudy Tactics | 10 | Passive | - | P.ATK +1 * SkillLevel, every physical skill also gains +3 * Selfstudy Tactics Lv * SkillLevel ATK%, or a flat +15 on Wind Cutter Turbo and High Magnum Break
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| Double Bowling Bash | 10 | Active / Physical Melee | 38~65 | ATK% = 150 + 400 * SkillLevel + 3 * Selfstudy Tactics Lv * SkillLevel + 5 * POW, x Base Level / 100, 3 Hits, +100% while (MT) Breaking Limit is active
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| Mega Sonic Blow | 10 | Active / Physical Melee Critical | 42~60 | ATK% = 800 + 750 * SkillLevel + 5 * Selfstudy Tactics Lv * SkillLevel + 5 * POW, x Base Level / 100, doubled while the target is below half HP, +100% while (MT) Breaking Limit is active, can crit
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| (MT) Shield Chain Rush | 10 | Active / Physical Ranged | 35~62 | ATK% = 500 + 1300 * SkillLevel + 3 * Selfstudy Tactics Lv * SkillLevel + 5 * POW, x Base Level / 100, 5 Hits, +120% while (MT) Breaking Limit is active, requires a shield
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| Spiral Pierce Max | 10 | Active / Physical Ranged | 37~55 | ATK% = 900 + 1500 * SkillLevel + 3 * Selfstudy Tactics Lv * SkillLevel + 5 * POW, x Base Level / 100, x 1.5 / 1.3 / 1.2 versus Small / Medium / Large, +130% while (MT) Breaking Limit is active, immobilises the target for 2 s
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| Wind Cutter Turbo | 10 | Active / Physical Ranged | 35~62 | ATK% = 550 * SkillLevel - 100 + 15 * Selfstudy Tactics Lv + 5 * POW per Hit, 5 Hits, x Base Level / 100
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| High Magnum Break | 10 | Active / Physical Melee Critical | 82~100 | ATK% = 1600 * SkillLevel - 100 + 15 * Selfstudy Tactics Lv + 5 * POW, x Base Level / 100, can crit but only gains half of the critical damage bonus
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| (MT) Breaking Limit | 1 | Active (AP) / Supportive Self | 150 SP, 150 AP | Double Bowling Bash and Shield Chain Rush +120%, Mega Sonic Blow +100%, Spiral Pierce Max +130%, ignore 10% RES, 300 s
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| Selfstudy Sorcery | 10 | Passive | - | S.MATK +1 * SkillLevel, every magic skill also gains +3 to +5 * Selfstudy Sorcery Lv * SkillLevel MATK%
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| Meteor Storm Buster | 10 | Active / Magical Ground | 74~110 | Fall MATK% = 200 + 320 * SkillLevel + 5 * Selfstudy Sorcery Lv * SkillLevel + 3 * SPL, 3 Hits, x (1 + Selfstudy Sorcery Lv / 100); Explosion MATK% = 350 + 160 * SkillLevel + 5 * Selfstudy Sorcery Lv * SkillLevel + 3 * SPL; +50% while (MT) Rule Break is active, Stun chance 3 * SkillLevel%
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| Jupitel Thunder Storm | 10 | Active / Magical Ranged | 75~120 | MATK% = 1800 * SkillLevel - 100 + 3 * Selfstudy Sorcery Lv * SkillLevel + 3 * SPL, x (1 + Selfstudy Sorcery Lv / 100), +70% while (MT) Rule Break is active, 6 to 10 Hits
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| (MT) Jack Frost Nova | 10 | Active / Magical Ground | 68~95 | Initial MATK% = 200 * SkillLevel - 100 + 3 * Selfstudy Sorcery Lv * SkillLevel + 2 * SPL; Explosion MATK% = 300 + 500 * SkillLevel + 3 * Selfstudy Sorcery Lv * SkillLevel + 4 * SPL, explosion x (1 + Selfstudy Sorcery Lv / 100), +70% while (MT) Rule Break is active
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| Hells Drive | 10 | Active / Magical Melee | 88~115 | MATK% = 1600 + 900 * SkillLevel + 4 * Selfstudy Sorcery Lv * SkillLevel + 3 * SPL, x (1 + Selfstudy Sorcery Lv / 100), +70% while (MT) Rule Break is active
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| (MT) Ground Gravitation | 10 | Active / Magical Ground | 93~120 | Initial MATK% = 2900 + 1500 * SkillLevel + 4 * Selfstudy Sorcery Lv * SkillLevel + 5 * SPL, 2 Hits; Field MATK% = 700 + 700 * SkillLevel + 2 * Selfstudy Sorcery Lv * SkillLevel + 2 * SPL per tick, field x (1 + Selfstudy Sorcery Lv / 100); +50% while (MT) Rule Break is active
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| Napalm Vulcan Strike | 10 | Active / Magical Ranged | 48~75 | MATK% = 250 + 650 * SkillLevel + 4 * Selfstudy Sorcery Lv * SkillLevel + 3 * SPL, x (1 + 2 * Selfstudy Sorcery Lv / 100), +40% while (MT) Rule Break is active, Curse chance 5 * SkillLevel%
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| (MT) Rule Break | 1 | Active (AP) / Supportive Self | 150 SP, 150 AP | Meteor Storm Buster and Ground Gravitation +50%, Jupitel Thunder Storm, Jack Frost Nova and Hells Drive +70%, Napalm Vulcan Strike +40%, ignore 20% MRES, 300 s
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| (MT) Overcoming Crisis | 5 | Active (AP) / Supportive Self | 70~82 SP, 50 AP | MaxHP +15000 * 2 ^ (SkillLevel - 1), P.ATK and S.MATK +3 * SkillLevel, restores HP on cast, 300 s
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Item Boosts
Gear that directly boosts each 4th job skill.
| Mega Sonic Blow | ||
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| (MT) Shield Chain Rush | ||
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| Spiral Pierce Max | ||
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| Wind Cutter Turbo | ||
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| High Magnum Break | ||
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| Meteor Storm Buster | ||
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| Jupitel Thunder Storm | ||
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| (MT) Jack Frost Nova | ||
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| Hells Drive | ||
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| (MT) Ground Gravitation | ||
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| Napalm Vulcan Strike | ||
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Job Build Recommendations
The job splits by damage type rather than by weapon, because the same sword covers the melee line and the ranged line and a plain staff covers the whole magic line. On the physical side the two study passives feed ATK % into every sword skill while (MT) Breaking Limit turns that into a burst window. On the magic side the same pattern repeats with MATK % and (MT) Rule Break. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.
Mid Game
| Build | Recommendations |
| Melee Sword Physical Melee |
Skills to main: Selfstudy Tactics Lv 10, Double Bowling Bash Lv 10, Mega Sonic Blow Lv 10, High Magnum Break Lv 10, (MT) Breaking Limit Lv 1, (MT) Overcoming Crisis Lv 5 Gear to refine and grade: Damage cards: Stats and traits: POW first, because every physical skill adds 5 x POW on top of its ratio, and STR second for flat weapon ATK. DEX only if you are missing. Enchants and shadow: Combos: Consumables: Rotation: (MT) Overcoming Crisis first for the HP and P.ATK, then (MT) Breaking Limit, then Double Bowling Bash into a pack and Mega Sonic Blow on whatever is isolated. High Magnum Break is the instant-cast filler while both buffs hold, and it crits off your normal critical rate. Budget: Low to medium. One sword and one crown carry the profile. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Sword & Shield Physical Ranged |
Skills to main: Selfstudy Tactics Lv 10, (MT) Shield Chain Rush Lv 10, Spiral Pierce Max Lv 10, Wind Cutter Turbo Lv 10, (MT) Breaking Limit Lv 1, (MT) Overcoming Crisis Lv 5 Gear to refine and grade: Damage cards: Stats and traits: POW first, since all three skills add 5 x POW. DEX second for HIT so the five and six hit volleys do not scatter. STR third. Enchants and shadow: Combos: Consumables: Rotation: keep a shield equipped or (MT) Shield Chain Rush will refuse to fire. Open with Spiral Pierce Max to pin the target in place, follow with (MT) Shield Chain Rush while it cannot move, and use Wind Cutter Turbo as the five hit filler whenever the cooldowns are down. Refresh (MT) Breaking Limit the moment it drops, because all three skills lose a large share of their damage without it. Budget: Medium. The shield slot is mandatory, so budget for one on top of the sword. Content: Base Level 200 to 249 field and dungeon content. Radiant Sword and Radiant Rune Circlet are the last Shield Chain Rush and Spiral Pierce Max upgrades in the database, so this line carries past 250 unchanged. |
| Staff Magical |
Skills to main: Selfstudy Sorcery Lv 10, Meteor Storm Buster Lv 10, Jupitel Thunder Storm Lv 10, (MT) Jack Frost Nova Lv 10, Hells Drive Lv 10, (MT) Ground Gravitation Lv 10, Napalm Vulcan Strike Lv 10, (MT) Rule Break Lv 1, (MT) Overcoming Crisis Lv 5 Gear to refine and grade: Damage cards: Stats and traits: SPL first, because every magic skill adds 3 x SPL on top of its ratio, then INT for flat MATK and WIS for S.MATK. DEX only if the long fixed cast times are being interrupted. Enchants and shadow: Combos: Consumables: Rotation: (MT) Overcoming Crisis for the HP buffer, then (MT) Rule Break before the first cast. Open with Jupitel Thunder Storm on a pack because it carries the biggest ratio, drop (MT) Ground Gravitation to keep ticks rolling, then stack Meteor Storm Buster and (MT) Jack Frost Nova on the clump. Napalm Vulcan Strike is the instant filler and Hells Drive clears anything that closes to melee range. Budget: Medium to high. Two shadow pairs and three staves are the expensive part. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
End Game
| Build | Recommendations |
| Mace & Sword Physical Melee |
Skills to main: Selfstudy Tactics Lv 10, Double Bowling Bash Lv 10, Mega Sonic Blow Lv 10, High Magnum Break Lv 10, (MT) Breaking Limit Lv 1, (MT) Overcoming Crisis Lv 5 Gear to refine and grade: Damage cards: Stats and traits: POW first, then STR for flat weapon ATK. Nothing else competes, because every skill in the kit scales on POW and weapon ATK only. Enchants and shadow: the same Combos: Consumables: Rotation: (MT) Overcoming Crisis first, then (MT) Breaking Limit. With Jack o' Rush at +12 and grade A, that cast also grants 15% normal attack, 15% all-element magic damage, 200 ms off the Double Bowling Bash cooldown and a Chasing Break bonus that scales with refine, so the burst window starts as soon as the buff lands. Alternate Double Bowling Bash and Mega Sonic Blow, and use High Magnum Break between cooldowns. Budget: High. Jack o' Rush is the 265 tier and the crown combo needs both pieces graded. Content: Base Level 250 and up, including the SS and SSS tier instances. |
| Staff Magical |
Skills to main: Selfstudy Sorcery Lv 10, Jupitel Thunder Storm Lv 10, (MT) Jack Frost Nova Lv 10, Meteor Storm Buster Lv 10, Hells Drive Lv 10, (MT) Ground Gravitation Lv 10, Napalm Vulcan Strike Lv 10, (MT) Rule Break Lv 1, (MT) Overcoming Crisis Lv 5 Gear to refine and grade: Damage cards: Stats and traits: SPL first, then INT and WIS. The two rods already carry a large MATK base, so SPL is the stat that actually moves the ratio. Enchants and shadow: Combos: Consumables: Rotation: (MT) Rule Break before the pull, because Frontier Crown and Frontier Hyper Rod only start firing their extra casts once the pair reaches a combined refine of 24 with both pieces at grade A, and only while that buff is up: Jupitel Thunder Storm then calls Tornado Storm and Jack Frost Nova calls Rain of Crystal, both scaled with the rod's refine. Open with Jupitel, layer Jack Frost Nova on the clump, and keep Ground Gravitation ticking underneath. Napalm Vulcan Strike stays the instant filler. Budget: High. Two 265 rods and a 265 crown, plus a full enchant pass on each. Content: Base Level 250 and up, including the SS and SSS tier instances. |
General Damage Gear & Cards
The tables above list items that boost one specific skill. The pieces below raise damage in general, so they work with any build on that damage type and stack on top of the skill gear.
Physical
Mid Game
Base Level 200 to 249. The sword skills read ATK % and P.ATK, so these are the slots that stack on top of whichever sword or mace you are holding.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, melee damage %, P.ATK | |
| Garment | ATK %, melee damage %, P.ATK | |
| Shoes | ATK %, melee damage %, P.ATK | |
| Accessory | ATK %, P.ATK | |
| Head (Top) | ATK %, melee damage %, damage to all races, P.ATK at high grade | |
| Shadow set | ATK %, skill damage per refine, delay reduction on the paired lines |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, melee damage %, damage to all elements, Shield Chain Rush on Rush Guard | |
| Garment | ATK %, melee damage %, P.ATK, damage to all elements | |
| Shoes | P.ATK, melee damage %, refine and grade scaled | |
| Accessory | ATK %, P.ATK, damage to all elements | |
| Head (Top) | ATK %, damage to all races, P.ATK, crit rate at high refine |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.
| Card | Effect on physical damage |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage % (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable) | |
| melee damage %, damage to Boss (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on physical damage |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ranged damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable) | |
| ranged damage %, damage to Small, Large (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Magical
Mid Game
Base Level 200 to 249. The same slots roll MATK % instead, which is what the elemental and ghost spells read.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | MATK %, MATK, magic damage to all elements, Variable Cast Time | |
| Garment | MATK %, S.MATK, magic damage to all elements, Variable Cast Time | |
| Shoes | MATK %, SPL, magic damage to all elements, Fixed Cast Time | |
| Accessory | MATK %, S.MATK, Variable Cast Time | |
| Head (Top) | MATK %, magic damage to all elements, Fixed Cast Time at high refine | |
| Shadow set | MATK per refine, skill damage per refine, delay reduction on the paired lines |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | MATK %, MATK, S.MATK, magic damage to all elements, Variable Cast Time | |
| Garment | MATK %, S.MATK, MATK, magic damage to all elements, SPL | |
| Shoes | MATK %, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time | |
| Accessory | MATK %, S.MATK, magic damage to all elements, Variable Cast Time | |
| Head (Top) | MATK %, S.MATK, water and wind magic damage, Fixed Cast Time at high refine |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.
| Card | Effect on magic damage |
|---|---|
| MATK %, damage to all classes (refine scaled where applicable) | |
| MATK % (refine scaled where applicable) | |
| MATK %, damage to all classes (refine scaled where applicable) | |
| S.MATK (refine scaled where applicable) | |
| S.MATK, auto-casts (MT) Rock Down | |
| S.MATK, auto-casts (MT) Crimson Arrow | |
| magic damage to Boss, S.MATK, SPL and MATK % at high refine |
Target specific: swap these in once you know the element, race or class of what you are farming.
| Card | Effect on magic damage |
|---|---|
| Fire and Dark magic damage +100% | |
| Poison and Undead magic damage +100% | |
| Water magic damage % (refine scaled) | |
| Earth and Water magic damage +100% | |
| Wind and Ghost magic damage +100% | |
| Neutral and Holy magic damage +100% | |
| MATK %, magic damage to Demon and Formless | |
| MATK %, magic damage to Undead and Dragon | |
| MATK %, magic damage to Angel, Demi-Human, Player |
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