by Cybie

I. Introduction and Guide Scope

The Super Novice is an exclusive advancement for the Novice class. Derailing from choosing only one specific first job classification and progressing from there, they tend to take their training to the next level by having the skills from all six first job classes accessible to them, giving them a jack-of-all-trades nature when it comes to their build flexibility at the cost of their low base HP and SP pools, inability to use Play Dead and EXP loss upon death with 1 HP remaining much like any other class. Despite these handicaps, they come with some perks unique to their class, and through their expansion quest are allowed to go beyond Lv99 similar to third jobs and granting them additional stats and skills. If you wish to partake on a challenging adventure or play a for-fun character as a Super Novice, this class guide will be a great supplement to give you an idea on how to begin your journey as one!

This class guide will cover the basics of what the Super Novice class has to offer – from the job change and expansion quests you need to undergo, possible builds with corresponding skills and items, and the other secrets the class has in its disposal. Keep in mind that this guide will not contain any leveling tips of sorts, and that you have free range on how you want to play your Super Novice.

Though not a necessity, it is recommended to pick up the manuals given out by the NPCs in the different classrooms on the second floor of Criatura Academy as soon as you arrive in Izlude, just after making your Novice. Excluding the Ninja, Gunslinger and Taekwon Manuals, the first job manuals can be equipped by both Novice and Super Novices at any level, and grant them skills (depending on the manual’s first job class) plus a generous amount of SP. Having those may help in early leveling or give some extra utility, allowing you to save points for other skills in your Super Novice’s skill tree. Keep in mind that these extra skills do not count as prerequisites of other spells and cannot be used to unlock them (ex. Thief Manual’s Hiding will not unlock Stalk).

II. Super Novice Job Change Quest

Spoiler
  • Requirements
  • Level Requirement: Base 45 / Job 10
  • Items Consumed: 30 Resin, 30 Sticky Mucus
  • Rewards
  • Quest Reward: Job Change into Super Novice
  • Item Reward: Pantie [1]

1. Go to Aldebaran and enter the portal of the Windmill house located at /navi aldebaran 116/63 by the water.

2. Talk to Tzerero located at /navi aldeba_in 223/167 and say that you are interested in becoming a Super Novice. He will then ask you to collect 30 Resin and 30 Sticky Mucus.

3. Once you have the loots prepared, talk to Tzerero once again and he will change you into a Super Novice. Note that during the dialogue, you need to select the “Huh?” (first) option instead of the “What?” (second) option, or else he will not change you and your items will be consumed. After changing you into a Super Novice, he will reward you with slotted Pantie. 

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III. Super Novice Expansion Quest

Spoiler
  • Requirements
  • Level Requirement: Base 99 / Job 99
  • Zeny Consumed: At least 100,000z
  • Monster Hunting: Poring, Fabre, Lunatic or Picky (no-shell) x1000
  • Rewards
  • Quest Reward: Super Novice Expansion (Level Increase + New Skills)
  • Item Reward: Novice Breastplate or Undershirt [1] (depending on Zeny donated)

1. Go to Aldebaran and enter the portal of the Windmill house located at /navi aldebaran 116/63 by the water.

2. Talk to Esere located at /navi aldeba_in 216/169 who asks you to look for a Novice inside the Northern Cave of Comodo (Stalactic Golem cave).

3. Proceed to the Northern Cave of Comodo and speak to Nodor, a Novice in Fishing located at /navi beach_dun2 119/92. He wants you to prove yourself to him and assigns you a 1000-kill quest of either Porings, Fabres, Lunatics or Pickies (regular no-shell ones, as Super Pickies do not add to the kill count).

4. Return and speak to Nodor after the kill quest has been completed. Wait for a while after the first conversation before proceeding to speak to him again; he then asks you to visit his brother Nudor at /navi airplane 33/47 on the domestic Airship (Hugel-Juno-Einbroch-Lighthalzen routes).

5. Speak to Nudor, and he will ask you for some Zeny from you. The item rewarded to you after the expansion quest will depend on the amount of Zeny you give based on the dialogue options, but a minimum of 100,000z is required.

6. Return to Nodor at /navi beach_dun2 119/92, and he will grant your Super Novice the expansion perks. Your level will now go beyond Lv99 and will have your Job Level revert back to 1 (meaning you will have to gain the +5 stat points from job levels back once again). Second job skills will now appear in your skills window under the “2nd Job” tab. Upon expansion, you will be rewarded with either a Novice Breastplate if you donated 100,000z to Nudor, or a slotted Undershirt if you donated more.

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IV. Possible Super Novice Builds

A. CRIT-Type Physical

High STR, AGI and LUK, Moderately High to Mid VIT, Low to no DEX and INT

Playing much like an advanced version of the Thief class, this variant of Super Novice marches towards the front lines to swiftly hit opponents with melee attacks while dodging their blows at the same time. With the help of proper CRIT gear (such as Mad Bunny, Little Garden and Invective Robe with LUK enchants) and the Fury Prayer (to be discussed below), they are able to deal massive damage, taking out opponents with ease. Daggers are the weapon of choice for this build for the lower ASPD penalty and chance to proc Double Attack, but any weapon should suffice if you have those points covered by other equipment. STR, AGI and LUK will be the main stats you will want to highly invest in, followed by some points in VIT for HP and status ailment immunity. Unless you will need DEX for early leveling, cast time or specific items, you may choose not to invest on the parameter since you will solely rely on CRIT for your hits to land.

 
Recommended Skills

B. Skill-Type Physical

High STR and AGI, Moderately High to Mid VIT, DEX and LUK, Mid to Low INT

Those who prefer a skill-spamming playstyle for melee classes may opt to go for this variant. Super Novices gain access to two underrated 1st Job physical skills: Bash and Mammonite. Both skills sit at base attacks of 450% and 600% at max respectively, low SP costs and have ASPD-based delays which makes casting spammable. Furthermore, with the proper gear (such as Toy Ring for Bash and Merchant Shadows for Mammonite), they allow the Super Novice to deal devastating blows to opponents. After Expansion, the Super Novice gains access to Holy Cross, a Holy element physical skill which has a chance to blind targets, but we recommend avoiding it because of its fixed element, SP cost and lack of significant boosting equips vs the previous two. Similar to the previous variant, investing high STR and AGI is recommended for this build. Because Bash and Mammonite are HIT-based skills, DEX investment will be required especially when trying to land hits on higher-leveled monsters. VIT will help increase HP and status ailment immunity, and some points in LUK will grant bonus ATK (as well as give bonuses to equipment which rely on the stat). You may opt to invest some points in INT as well for Max SP and SP recovery since you will be spamming skills as your source of DPS.

Recommended Skills

C. Spellcaster Magical

High INT and DEX, Moderately High AGI, Mid to Low VIT and LUK

Ever wondered what a Wizard with access to buffs and insane dodging feels like? The classic magic-type Super Novice variant pretty much sums that up. Whether it’s utilizing the different bolt and magic spells in the 1st job tree or some of the stronger-hitting ones in the 2nd job tree, this variant gains elemental advantage against enemies, and is able to dish out damage from a distance. High amounts of INT and DEX therefore are needed in order to attain the highest amount of MATK and SP possible (paired with equipment to counter Super Novice’s low base SP and SP regen such as Catherina Von Blood, Excelion Parts w/ Recovery 202 and Ancient Hero Boots), as well as reduced variable cast time for casting these spells. A suitable amount of AGI for FLEE will help with one’s survivability. Unless you are utilizing an Arc Angeling-carded headgear which requires Base 77 LUK, the parameter can be kept at mid-to-low levels just for some additional MATK and to have spare points in VIT.

Recommended Skills

D. Support-Caster Magical

High INT and DEX, Moderately High to Mid AGI and VIT, Mid to Low LUK

Some caster Super Novices opt to drop some of their elemental magic skills, focusing on 1-3 main magic DPS spells in order to gain coverage via supportive skills (whether it be to help their party’s Priest supporting partymates or for solo players self-supporting themselves while in fields and dungeons). Stat distribution is similar to the pure spellcaster variant, with the exception of considering to invest more points into VIT so as to gain status ailment resistance (most especially Stun), allowing you to continue to support your partymates. Likewise, Base 77 LUK is recommended for those utilizing Arc Angeling-carded headgear, but can be lowered otherwise.

Recommended Skills

E. Melee Autocaster

High INT, High to Moderately High DEX and AGI, Mid to Low STR, VIT and LUK

The release of some equipment which gives a chance to automatically cast spells when dealing normal melee attacks (such as Lunar Rainbow, Magical Feather and Magic Dagger) has made it possible for this Super Novice variant to arise. They do not necessarily pick up magic spells for their DPS, but instead rely solely on these autocast gears in order to deal damage. As for skills, they opt to choose between buffs, passives and other spells which will complement their chosen playstyle. As MATK will still be their main damage source, it is necessary to invest high amounts of INT. DEX and AGI come next in order for hits to land, as well as high ASPD, for the autocasts to proc. Super Novices who use equipment such as Mob Scarf or Floating Beads can also utilize the high amounts of DEX for the bonus MATK. The remaining stat points can be distributed among STR, VIT and LUK depending on the player’s preference (the latter being a possible option if one chooses to rely on CRIT + Fury Prayer instead of HIT for melee attacks to land, at the cost of hindering SP regeneration).

Recommended Skills

High: 100+Moderately High: 99-78
Mid: 77-41Low: 40-1
Stat Point Range for Reference

V. Equipment Proper

The Super Novice is a gear-heavy class to play with. As much of a hard-to-swallow pill as it sounds, this reliance on different kinds of equipment allows them to compensate for their class’ restrictions and perform properly with the type of build they decide to go for. With that in mind, we recommend you to only focus on the items best suitable for your character (whether you are aiming for a Physical or a Magical build) and to work with what you have until you are able to secure better equipment.

  1. Weapons (No Link Required)
Spoiler
  • Faceworm Queen Leg [2]
  • Eden Dagger III
  • Main Gauche, Orcish Axe, Mace [4]
  • Crimson Weapons [2]
  • Vicious Mind Weapons [1]
  • Star Dust Blade [1]
  • Spoon [1]
  • Hypnotist’s Staff [2]
  • Blessed Knife [2]
  • Freedom Stick [2]

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  1. Weapons (Link Required)
Spoiler
  • Platinum Shotel [1], Robot’s Arm [2], Dagger of Counter
  • Ice Pick, Grimtooth, Fortune Sword
  • Twin Edge of Naght Sieger [3]
  • Pile Bunker P / S / T
  • Bazerald
  • Warlock’s Mora Staves (Aqua / Crimson / Forest / Golden Rod)
  • Thorn Staff of Darkness / Kronos
  • Thanos Weapons
  • Magic Dagger [2]
  • Meteor Striker [2]
  • Fatalist [2]

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  1. Shields
Spoiler
  • Novice Shield [1]
  • (Advanced) Angelic Guard [1]
  • Anemos / Fotia / Nero Shield [1]
  • Mad Bunny [1]
  • Cursed Knight’s Shield [1]
  • Feather Shield [1]
  • Royal Guard Shield [1]

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  1. Body Armor
Spoiler
  • Eden Group Armor
  • (Advanced) Angelic Protection [1]
  • Pantie [1]
  • Kafra Uniform [1]
  • Angeling Suit [1]
  • Overwhelm Armor [1]
  • Evil Dragon Armor [1]
  • Excelion Suit
  • Airship / Felock’s Armor
  • Flattery Robe or Invective Robe [1]
  • Selina Magic Robe
  • Ritual Robe [1]

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  1. Garments
Spoiler
  • Eden Group Manteau II
  • (Advanced) Angelic Cardigan [1]
  • Novice Manteau [1]
  • Undershirt [1]
  • Etran’s Undershirt [1]
  • Hero Manteau [1]
  • Temporal Manteau [1]
  • Excelion Wing
  • Airship Cloak / Felock’s Cape
  • Ancient Morocc Shawl [1]
  • Phreeoni Wing [1]
  • Scarlet Poncho [1]
  • Violet Halo [1]
  • Skin of Typhon [1]
  • Bravery Bag [1]
  • Fallen Angel Wing [1]
  • Battle Surcoat [1]

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  1. Footgear
Spoiler
  • Eden Group Shoes IV
  • (Advanced) Angel’s Reincarnation [1]
  • Novice Shoes [1]
  • Ancient Hero Boots [1]
  • Excelion Leg
  • Airship / Felock’s Boots
  • Applause Shoes [1]
  • Elemental Boots [1]
  • Pororoca Shoes [1]

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  1. Upper Headgear
Spoiler
  • Ascendant Crown [1]
  • Kafra Staff Hairband [1]
  • General Helmet [1]
  • Woof Woof Officer [1]
  • Spell Circuit [1]
  • Amistr Beret [1]
  • Wickebine’s Black Cat Ears [1]
  • White King Tiger Hat [1]
  • Queen Anz Revenge [1]
  • Queen Scaraba Helmet [1]
  • Catherina Von Blood / Rideword Hat / Vanargandr Helm [1]
  • Clergy Nurse Cap [1] + Rosary’s Necklace
  • Asgard Blessing
  • Celine Ribbon [1]
  • Skull Cap [1]
  • Lunar Rainbow [1]
  • Magical Feather [1]

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  1. Middle Headgear
Spoiler
  • Bell Pigeon [1]
  • Crimson or Magical Booster [1]
  • Sigrun’s Wing
  • Yellow Dragon Skywing
  • Bio Protector
  • Ancient Elven Ears
  • Little Garden
  • Floating Beads
  • Heavenly Order

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  1. Lower Headgear
Spoiler
  • Heart Card in Mouth + Gambler’s Seal
  • Mob Scarf + Glasses / Sunglasses
  • Tree Sprout + Kardui Ear
  • Charm of Leafwind
  • Charm of Great Nature
  • Miracle Blue Rose
  • Vassalage Necklace
  • Yawata Seal
  • Panda Balloon
  • Chatty Parrot
  • Ninja’s Scroll
  • Blue Poring Balloon
  • Jinn Marin Balloon
  • Love Love Balloon

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  1. Accessories
Spoiler
  • Novice Figure [1]
  • Cat Hand Glove [1]
  • Physical Enhancer Ring [1]
  • Magic Intensifier Ring [1]
  • Bakonawa Agimat Tattoo
  • Toy Ring [1]
  • Verus Core [1]
  • Critical Anklet [1]
  • Fallen Monk Rosary [1]
  • Giant’s Protection [1]
  • Luminous Blue Stone [1]
  • Archpriest”s Glove [1]
  • Celine’s Brooch [1]
  • Gyges Ring [1]
  • Magical Ring [1]
  • Metal Riff Ring [1]
  • Valkyrie Drop [1]
  • Immortal Corpse Dog Tag [1]
  • Perverse Demon Mask [1]

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  1. Shadow Equipment

VI. Card Options

With the versatility on how to build one’s Super Novice with equipment comes the corresponding monster cards that go with each one. As there are both Physical and Magical variants, some cards would be the more ideal option over others depending on which path your character leans towards more of. Below are some card options which you may slot into your equipment to further boost your Super Novice’s potential:

HP/SP Increase or Regeneration

White Knight Set

Critical Build  / Physical Weapon Options

Lunar Rainbow / Magical Weapon Options

Shield Options

Geffen Magic Tower Cards (Physical / General)

Geffen Magic Tower Cards (Magical)

General Garment Options

Elemental Garments

Elemental Headgears

Elemental Accessories

ATK/MATK Increasing

Skill-Increasing Cards

VII. Class-Exclusive Perks

Aside from the flexible stat progressions and skill builds one may take, the Super Novice also has a wide array of perks exclusive to their class. These features help the class stand out from other jobs, not just by functionality, but to their aesthetic as well:

– A Guardian Angel descends upon a Super Novice after leveling up and casts the following buffs on them: Kyrie Eleison, Magnificat, Gloria, Suffragium and Impositio Manus

Guardian Angel Level Up Effect c/o Cai

– When Super Novices with Base EXP between 99.0% to 99.9% reach 0 HP, their Guardian Angel will restore their HP back to full and cast Mental Strength on them. This occurrence will be possible once again after the Super Novice relogs or gains another level.

– By avoiding death until reaching Job 70 and onwards, the Super Novice will be rewarded with +10 to all stats. This bonus will be lost when the Super Novice dies, but this death record can be removed via the Super Novice Spirit casted by Soul Linkers.

– An exclusive pushcart is rentable by Super Novice via the Kafra Employee in Aldebaran /navi aldebaran 54/238 at the cost of 800z. Much like Merchants’ passive, the Pushcart skill is required in order to obtain one.

Pushcart Sprite c/o Apez13

– Super Novices also share benefits to their spouses. Heals used by a Super Novice wife on her husband will be doubled the amount. Also, when using Undying Love on her husband, a Super Novice wife can randomly and temporarily increase her partner’s stats by +1 as well as double his SP recovery, at the cost of reducing her own stats by 1. 

VIII. The Fury Prayer

Guardian Angels come to aid Super Novices in their adventures. One of their unique blessings to grant Super Novices the Fury buff, granting them an additional 50 CRIT to their stats. The following conditions need to be followed in order to say the Fury Prayer:

  • Base Experience should be in increments of 10% (10.0%, 20.0%, 30.0%, and so on up until 90.0%)
  • Have chatted at least 7 lines in the same map (will need to repeat this if you relog or change maps)

Once these conditions are met, you may chat the following lines separately in-game and receive the Fury buff:

  • Dear Angel, can you hear my voice?
  • I am A Super Novice~
  • Help me out~ Please~ T_T
  • (Any random text)

If your Fury buff has expired and you still meet the aforementioned conditions, you can simply just restate the prayer to get it once again. You can assign these lines in your Shortcut List (Alt + M) window to save time from typing or copying them in-game.

IX. Super Novice Spirit

This buff is granted by Soul Linkers exclusively to the Super Novice class. It grants them different effects depending on the target’s Base or Job level. Players with an alternate account are highly recommended to have a Soul Linker with Super Novice Spirit maxed out should you decide to fully utilize its perks, but keep in mind that Soul Link buffs may disappear upon moving to different maps or relogging your character.

  • At Job Lv70, each link has a 1% chance to remove the Super Novice’s death record, allowing them to regain the +10 bonus stats they’ve lost upon dying. The Guardian Angel will appear on a successful cast
  • At Base Lv90+, allows the Super Novice to wear any headgear in-game regardless of class restriction
  • At Base Lv96+, allows the Super Novice to equip any Lv4 Dagger, One-Handed Sword, Mace, One/Two-Handed Axe and One/Two-Handed Staff regardless of level requirement
  • Headgears and weapons equipped through this method remain equipped if your Soul Link remains when traveling through some maps, as well as not changing maps or relogging upon the buff’s expiration. They will also remain equip-able even if they have been broken.

X. Level Cap Milestones

Leveling a Super Novice can get quite challenging, so it is only reasonable to be rewarded with other perks at specific level milestones for such a feat. Here are some bonuses you will receive once you hit these levels:

  • At Base 99 and 150, the Super Novice receives a permanent 2000 increase to their base HP. These points of HP are not affected by VIT, but can be boosted with cards which increase HP (ex. Pecopeco Card which gives 10% Max HP).
  • At max level, the Fury buff through prayer can be done with Base EXP in intervals of n x 10.0 million, where n = 1, 2, 3 and so on (can be viewed in character select screen).
  • Similarly, at max level, the Mental Strength upon 0 HP perk can be done with Base EXP of at least 99 million.
  • Upon reaching 99,999,999 Base EXP as a max-level Super Novice, you will be able to do both Fury Prayer and Mental Strength perk regardless of the Base EXP requirements previously mentioned above

XI. Skill List

A. First Jobs Skill Set

Swordsman Tree

Skill NameDescription and Analysis
BashOne of the main active physical skills for Super Novice, has 450% Base ATK
with 15SP cost at Lv10, and has ASPD-based delay.
Skill damage can be further boosted with Toy Ring and Freezer Card.
Magnum BreakFire-property AoE (5×5) physical damage, with knockback of 2 cells.
Can be useful for early level mobbing or situational crowd control.
300% Base ATK at Lv10.
Sword MasteryProvides +4 ~ +40 Mastery ATK when using 1H Swords and Daggers.
When wearing Toy Ring, increases STR, VIT and AGI by 1 and ATK by 10 every 2 levels. When wearing Super Novice Shadow Weapon, ignores 3% of normal enemy’s physical defense per level + additional 3% per refine.
Increase HP RecoveryEnhances natural HP recovery by providing +5 ~ +50 HP/10 sec, affected by max HP (not that much considering Super Novices have negligible Base HP). Can increase HP restored by potions.
ProvokeDebuff which gains aggro on a single monster per cast, decreasing its DEF at the cost of increasing ATK. Can be used to interrupt cast time of targets as well. Undead-property targets are unaffected.
EndureRemoves the flinching animation for a set number of hits over 10~37 seconds. Also increased MDEF by 1~10. Good utility/emergency skill when running from mobs.

Thief Tree

Skill NameDescription and Analysis
Improve DodgeOne of the main survival passives of Super Novices, as they will often rely on FLEE as one of their means to reduce incoming damage due to their low Base HP.
Double AttackUseful passive for dagger-type Super Novices, and can be utilized with CRITs. Non-dagger weapons will require Side Winder Card or equipment with Double Attack in order to benefit from it. When equipped with Super Novice Shadow Shield, adds 2% ASPD per level + additional 1% per refine.
StealHas a chance to steal a non-Card item from a monster’s loot table. Prerequisite for Hiding skill. Can max out if you consider using your Super Novice for farming.
HidingConceals yourself from non-Insect/Demon non-Miniboss/MVP enemies for 30~300 seconds, draining 1 SP per 5~14 seconds. Can leave at Lv1 for emergency utility and as prerequisite for Stalk in Expansion tree.
EnvenomDeals Poison-property physical damage with a 5%~50% chance of Poisoning an enemy. Prerequisite of Lv1 for Enchant Poison in Expansion tree.
DetoxifyCures the Poison status ailment on you or a target. Can forgo learning the skill and use Green Herbs instead.

Archer Tree

Skill NameDescription and Analysis
Owl’s EyeIncreases DEX by 1~10. When equipped with Super Novice Shadow Shield, decreases variable cast time by 2% per level + additional 1% per refine.
Vulture’s EyePrerequisite to Improve Concentration (Lv1).
Improve ConcentrationTemporarily increases AGI/DEX by 3%~12% for 60~240 seconds, at the cost of 25~70 SP. Useful for additional FLEE, ASPD and reduced VCT, but not a necessity vs Pre-Renewal where you need the buff for instant cast. Can also detect hidden enemies in a small AoE around the user.

Merchant Tree

Skill NameDescription and Analysis
MammoniteThe second main active physical skill for Super Novice, has 600% Base ATK with 8SP and 1000z cost at Lv10, and has ASPD-based delay. Damage can be further increased with Merchant Shadow Earring. Not advisable to use if Zeny is an issue.
Item AppraisalUtility skill which appraises unidentified equipment. Can save finding a Tool Dealer to buy Magnifiers.
Enlarge Weight LimitIncreases character’s weight limit by 200~2000. Useful for low-STR Super Novices who don’t have carts.
PushcartRents a Super Novice-exclusive Cart around with you. Higher levels will reduce the movement speed penalty (Lv10 gives 0% penalty).
Discount, Overcharge and VendingDecreases Zeny cost from buying items from NPCs, increases Zeny earned when selling to NPCs and opens up a shop with items you can select in your cart. Only consider investing points into these if you plan to use your Super Novice as an OC/DC Vendor-type Merchant.

Acolyte Tree

Skill NameDescription and Analysis
HealRestores a target player’s HP based on your MATK and increase healing effectiveness items/buffs. Also deals damage to Undead-property targets. Prerequisite of Lv3 for Increase AGI and Lv1 for Sanctuary in Expanded tree.
CureCures a single target from Chaos, Silence and Blind (cannot cast on self when Silenced). Also causes Chaos status when used on Undead-property monsters.
Increase AGIOne of the two important support buffs of Super Novices. Temporarily increases a target’s AGI by 3~12, as well as their movement speed. Drains a small amount of HP from the caster per cast.
Decrease AGISingle target debuff which has a chance to decrease a target’s AGI by 3~12, as well as their movement speed. Not as recommended to invest on vs other debuffs such as Quagmire which reduces DEX/AGI/movement speed over an AoE.
Divine ProtectionIncreases Soft Defense against Demon and Undead-race monsters by 3~30. Prerequisite of Lv3 for Angelus/Demon Bane, Lv5 for Blessing and Lv10 for Iron Fists.
Demon BaneProvides +3~+30 Mastery ATK against Demon and Undead-race monsters. Prerequisite of Lv3 for Signum Crusis and Lv10 for Iron Fists.
AngelusIncreases Soft Defense for the entire party by 5%~50% of their VIT for the skill’s duration.
BlessingOne of the two important support buffs of Super Novices. Temporarily increases a target’s STR, INT and DEX by 1~10. Also cures a target from Curse and Stone Curse.
Aqua BenedictaAllows the creation of Holy Water with Empty Bottle by standing on a Water cell or on Deluge/Watery Evasion.
Signum CrusisScreen-wide debuff which decreases Undead-property and Demon-race monsters’ Hard Defense by 14%~50%, with a base success rate of 27%~63%. On a success, enemies will display the sweat “/swt” emote.
RuwachReveals hidden/cloaked enemies within a 5×5 area following the character for 10 seconds, and hits them for Holy-property damage.
TeleportTeleports yourself to a random area around the map or back to one’s savepoint.
Warp PortalConsumes a Blue Gemstone to open up a portal (over a set duration) which you can warp yourself or a max of 8 players to one’s savepoint or 1~3 possible locations saved via the “/memo” function. Maps/dungeons/instances/areas that cannot be saved will not allow you to use /memo. A max of three portals can be open at a time.
PneumaCasts a spell which blocks physical ranged damage in a 3×3 area. Multiple Pneumas cannot be casted one cell away from each other.

Magician Tree

Skill NameDescription and Analysis
Increase SP RecoveryEnhances natural SP recovery by providing +3~+30 SP per 10 secs, which is affected by Max SP. Useful passive for caster Super Novices who rely on SP regeneration. Increases efficiency of SP recovery items. When equipped with Super Novice Shadow Weapon, ignores 3% of normal enemy’s magic defense per level + additional 3% per refine rate.
SightReveals hidden/cloaked targets within a 7×7 AoE following the Super Novice for 10 seconds. Can be used in conjunction with Sightrasher.
Fire BoltOne of the main elemental bolt spells. Deals 1~10 hits of Fire-element damage, each hit dealing damage equal to the caster’s MATK. Has a 1.2s FCT, 3.2s VCT and 2.8s after-cast delay at max level.
Fire BallHurls a fireball on a target, hitting it and enemies around the target with Fire-element magic damage. Has a 0.32s FCT and 1.28s VCT from Lv1-5, and 0.2s FCT and 0.8s VCT from Lv6-10. Damage is further increased and VCT is further decreased with Fire Condor Card.
Fire WallSummons a 1×3 wall of fire which damages enemies and knocks back non-Undead-property targets. Useful early-level mobbing and crowd-control spell for Fire-element Super Novices. Prerequisite of Lv1 for Fire Pillar in the Expansion tree.
Cold BoltOne of the main elemental bolt spells. Deals 1~10 hits of Water-element damage, each hit dealing damage equal to the caster’s MATK. Has a 1.2s FCT, 3.2s VCT and 2.8s after-cast delay at max level. Prerequisite of Lv1 for Waterball in the Expansion tree.
Frost DiverDeals 110%~200% Water-element MATK damage on a target and attempts to freeze it with 38%~65% chance. Prerequisite of Lv1 for Ice Wall and Frost Nova in the Expansion tree.
Lightning BoltOne of the main elemental bolt spells. Deals 1~10 hits of Wind-element damage, each hit dealing damage equal to the caster’s MATK. Has a 1.2s FCT, 3.2s VCT and 2.8s after-cast delay at max level. Prerequisite of Lv1 for Sightrasher, Waterball and Jupitel Thunder in the Expansion tree.
ThunderstormWind-element 5×5 AoE ground spell, dealing 80% MATK damage per 1~10 hits to all enemies. Has a 1.5s FCT and 4.5s VCT at max level, with 2sec after-cast delay.
Stone CurseAttempts to petrify a single target, giving it the Stoned status ailment, changing it to Earth 1 property and making it unable to move, attack, cast spells or use items. Petrified targets break free from hits after the setting duration or after a certain time. Each cast costs 1 Red Gemstone (Lv6~10 only consumes the gemstone when successful). Prerequisite of Lv1 for Earth Spike and Ice Wall in the Expansion Tree.
Napalm BeatHits a target and enemies in a 3×3 area around it with Ghost-element magic. Prerequisite of Lv4 for Soul Strike, Lv7 for Safety Wall and Lv1 for Jupitel Thunder in the Expansion tree.
Soul StrikeSummons and hurls 1~5 spirits on a single target, dealing Ghost-element magic damage. Deals additional 5%~50% damage to Undead-property enemies. Prerequisite of Lv5 for Safety Wall.
Safety WallSummons a pink pillar of light on a single cell on the ground, blocking physical melee damage. The amount of damage blocked is based on wall’s durability HP and a certain number of hits. FLEE has higher priority over Safety Wall’s durability, meaning it will not be damaged if you potentially dodge an attack while inside the wall. Useful support spell to negate damage.

B. Expanded Skill Set

Crusader Tree

Skill NameDescription and Analysis
FaithIncreases Max HP by 200~2000 and Holy Resistance by 5%~50% per level. Useful passive to help increase Super Novice’s base HP.
Holy CrossFixed Holy-element single target physical melee skill, with 450% Base ATK and 30% chance to Blind targets at max level. Not recommended to pick this over Bash or Mammonite because of its higher SP cost and fixed element.

Assassin and Rogue Tree

Skill NameDescription and Analysis
Enchant PoisonEndows one’s weapon with Poison 1 property and gives a chance to inflict Poison status ailment on targets. Useful situational buff when facing Fire, Wind and Earth-property targets, as well as the ability to hit Ghost-property enemies.
StalkAllows the Super Novice to move while in Hiding. Recommended to get at least Lv1 for repositioning purposes if you decide to invest into Hiding.

Hunter Tree

Skill NameDescription and Analysis
Skid TrapLays down a trap which slides enemies which step on it. Direction of knockback is based on the direction you are facing when the trap is placed down. Each cast requires 1 Trap. Situation utility skill should you consider investing in.
FlasherLays down a trap which attempts to blind enemies that step on it. Each cast requires 2 Traps. Situation utility skill should you consider investing in.
Freezing TrapLays down a trap which has a chance to freeze enemies that step on it. Each cast requires 2 Traps. Situation utility skill should you consider investing in.
SandmanLays down a trap which puts enemies which step on it to sleep. Each cast requires 1 Trap. Situation utility skill should you consider investing in.

Blacksmith and Alchemist Tree

Skill NameDescription and Analysis
Hilt BindingUseful passive to learn for those who utilize Adrenaline Rush, Power Thrust and Weapon Perfection (either via Blacksmith partymates, Adrenaline Scrolls or +8 Angeling Suit). Extends the duration of the aforementioned skills by 10%. Also increases STR by 1 and ATK by 4.
Weaponry ResearchProvides +2~20 Mastery ATK and +2%~+20% Accuracy with any weapon type. Useful passive to grab for HIT-dependent physical Super Novices.
Axe MasteryProvides +3~+30 Mastery ATK for Axe and Sword-type weapons.

Priest and Monk Tree

Skill NameDescription and Analysis
SanctuaryCasts AoE Holy magic which heals 100~777 HP/sec over a 4~31-second duration. Effective healing spell which isn’t dependent on INT or MATK like Heal, making it useful even on Physical variants. Can also provide some knockback damage to Undead-property and Demon-race monsters. Prerequisite of Lv7 for Gloria.
Status RecoveryEffective support spell which cures the Stunned, Petrified, Frozen and White Imprison status ailments on targets. Casting on monsters attacking a player will either set them to passive or choose another target. Inflicts Blind on Undead-property monsters.
Impositio ManusIncreases a target player’s ATK by 5~25 for 1 minute. Also provides Power of Odin Lv2 when learned the skill is learned at max level and the Super Novice is wearing the Valkyrie Drop accessory.
GloriaScreen-wide party buff which temporarily increases LUK by 30 for 10~30 seconds. Gives a slight boost for CRIT, physical and magical Super Novices.
Iron FistsProvides +3~30 Mastery ATK when using bare hands. Only taken as a prerequisite for Summon Spirit Spheres, which adding Divine Protection and Demon Bane sums up to 30 skill points. Not recommended investing on unless you really want to use Spirit Summon Sphere/Absorption.
Summon Spirit SphereCalls forth and summons 1~5 Spirit Spheres, each adding +2 ATK for 10 minutes at the cost of 8 SP per cast.
Spiritual Sphere AbsorptionAbsorbs all Spirit Spheres of a target to regain SP. Can also be used on monsters, with a 10% success chance to regain SP equal to twice their level.

Wizard, Sage and High Wizard Tree

Skill NameDescription and Analysis
SightrasherAoE crowd control Fire-element magic damage which shoot fireballs vertical, horizontal and diagonal from the caster, knocking them back. Requires Sight to be active. Has a 2sec after-cast delay.
Fire PillarSummons a fire pillar on the ground, dealing MDEF-piercing Fire property magic damage for 3~12 hits on targets that move within the AoE. Requires a Blue Gemstone to cast Lv6~10.
Ice WallSummons a wall of ice which can be used to block off or hold chasing monsters in place. The wall has durability HP which can be reduced to 0 from hits, breaking it. Prerequisite of Lv1 for Frost Nova.
Frost NovaUseful and fast-deploying AoE crowd control spell, with a 83% chance at max level to freeze targets around the Super Novice. Effective to counter mobs as a single-target physical variant or to set-up Wind-element magic spells for magical variants.
WaterballHurls balls of Water-element magic at a single target. Requires the Super Novice to be standing either on a Water cell, Watery Evasion or Deluge (the latter provided by Pororoca Shoes). When equipped with +9 Super Magic Shadow Shield, grants the Super Novice the ability to cast Gravitational Field (level based on Waterball level learned).
Jupitel ThunderSpammable single target Wind-property magic spell, dealing 3~12 hits per cast. Can be used in conjunction with Wizard Shadow Armor to increase its damage. Has a 1.12s FCT and 4.48s VCT at max level.
Earth SpikeDeals 1~5 hits of Earth-element damage, each hit dealing damage equal to the caster’s MATK. Prerequisite of Lv3 for Heaven’s Drive.
Heaven’s DriveEffective Earth-property AoE magic spell. Raises multiple Earth Spikes within a 5×5 AoE from the ground. Reveal hidden/cloaked targets within the casted area. Can be used in conjunction with Sage Shadow Shoes to increase its damage. Has a 0.8s FCT, 3.2s VCT and 1s after-cast delay at max level. Prerequisite of Lv1 for Quagmire.
QuagmireUnderrated but effective AoE crowd control spell, allowing Super Novices to dodge physical attacks better as well as land physical hits more often. Sets an area into marsh, decreasing the DEX/AGI and movement of targets that walk into its AoE. Effects stay on the target for a duration when they leave the area. Increase AGI, Adrenaline Rush and other buffs are removed within the area. Max of 3 instances of this spell can be active at a time.
SenseIdentify a target monster’s properties. Situational utility spell, and optional to invest in if you or your party needs quick information about certain monsters.
Stave CrasherThe only transcended spell in the Super Novice Expansion tree. Deals ranged physical damage based on your ATK and MATK on a single target. Has a 0.06s FCT, 0.24s VCT, 0.3s after-cast delay and 8SP cost, making it function as a utility spell similar to Provoke to take aggro on passive or change-target monsters. Can also be used to transfer status ailments like Stun or Curse when equipped with gear which inflict such statuses.

C. Sample Skill Builds

1. Bash-Physical utilizing Toy Ring, Super Novice Shadow Weapon and Swordsman Shadow Earring

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2. Support-Caster utilizing Pororoca Shoes, Super Novice Shadow Weapon, Wizard Shadow Armor and Sage Shadow Shoes

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3. CRIT-Melee utilizing Dagger-Type Weapon, +8 Angeling Suit and Super Novice Shadow Weapon + Shield

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XII. Epilogue

The most impactful things in life sometimes come from the most unexpected of sources. When your ideals are challenged, surprise the world with how much potential you have to show. We hope this guide has become informative to you, and that you have become more knowledgeable on how to effectively progress with playing your Super Novice. Should you have any questions, please leave a comment below or visit us over at the GGH Discord. Best wishes and happy gaming!

Special thanks to Cykie, Cai, papichowloo and apez13 from RO GGH Discord for sharing their knowledge on the class and making this guide possible.

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