Expanded Class Guides

Super Novice is one of the most unusual class routes in Ragnarok because it trades specialization for freedom. On Age of Ymir, that means one character can blend tools like , , , , and in one build.
The upside is true freedom across physical, magical, utility, and support-oriented leveling. The downside is that Super Novice remains much squishier than most other routes, has a very high skill ceiling, and is usually not recommended for completely new players unless they specifically want the challenge.
Details
Super Novice is the expanded Novice path for players who want broad first-job skill access, creative builds, and a class that rewards system knowledge more than raw safety.

| Job Bonuses | STR+5 AGI+5 VIT+5 INT+5 DEX+5 LUK+5 |
|---|---|
| Type | ExpandedHybridFlexible |
| Max Job Level | 99 |
| Skill Access | 49 skills with access spread across nearly every first-job tree and 413 total skill points on the reference path. |
| Requirements | Base Level 45 and Job Level 10 as |
| Next Stage | after the later progression requirements are met. |
| Job Change Area | |
| Unique Traits | Can use a special Super Novice cart in Al De Baran, benefits from doridori SP recovery tricks on the reference path, and is known for Guardian Angel utility effects at key moments. |
Builds
This route plays like a sturdier first-job melee hybrid, centering on and , then layers in support from , , , , and .
This is treated as the cleanest physical leveling route if you want to exploit Super Novice flexibility without going all-in on magic immediately.
This route leans on , , and for smooth single-target farming, while still keeping , , and available.
It is one of the more comfortable Super Novice routes if you enjoy field grinding, passive monsters, and flexible emergency tools without committing to full caster play.
This leveling build plays almost identically to the iRO Mage wind-and-water magic route, using and as the core skills to defeat and protect yourself from monsters.
Because Super Novice has a much deeper skill pool than Mage, and are also very viable pickups. What makes this build especially strong is the added support layer from , , , , and especially .
You also have enough skill points to cover more elements if you want, plus quality-of-life tools like , , , , , and .
Primary Skills: , , , .
Complementary Skills: , , , .
Tips & Tactics
| Topic | Guidance |
|---|---|
| Izlude Tutorial Start | The iRO guide recommends using the Izlude tutorial and Academy support route to collect gear and experience before pushing into Super Novice progression. On AoY, that lines up well with the early Novice onboarding path and Academy support systems. |
| Fast Leveling Route | With , the iRO path recommends leveling from Base 3-56 at . This remains one of the easiest acceleration routes on AoY as well. |
| Standard Field Route | Without , the iRO reference uses to 21, then to 41, then , , and to 60. AoY does not use bounty boards, so pair the same map progression with Eden Group Leveling Quests. |
| Quest Turn-ins | You can accept multiple quests at once, but the iRO advice still applies: do not waste big turn-ins when they would overcap a single level or when you are about to job change. |
| Healing Items | When mobbing or tanking groups, especially for AoE leveling, healing items often need to be consumed constantly. Cheap standards are and . |
Skills
Super Novice does not play like a normal first class. Instead of following a small isolated skill tree, it pulls from nearly every first-job line. The links below highlight the most important tools players usually build around first on AoY, while the live Jobs Database remains the best place to explore the full tree.
| Icon | Skill | Role | Description |
|---|---|---|---|
| Physical | AoE | Core physical mobbing tool on many Super Novice routes. | |
| Physical | Burst | Reliable single-target melee damage, especially early in physical builds. | |
| Physical | Auto | Main driver for auto-attack Super Novice setups. | |
| Utility | Flee | Improves survivability on agile field-grinding builds. | |
| Support | Recovery | One of the most important reasons Super Novice feels self-sufficient despite low HP. | |
| Support | Buff | Strong all-purpose stat support for both physical and magical routes. | |
| Support | Buff | Adds movement speed, AGI, and attack-speed value to many builds. | |
| Support | Buff | Excellent stat buff for physical accuracy and hybrid routes. | |
| Magic | Single | Foundational caster skill for magical Super Novice progression. | |
| Magic | AoE | Useful pack-clearing spell on the fire-based leveling route. | |
| Magic | Control | One of the best safety tools for controlling melee monsters as a caster. | |
| Utility | Travel | Essential mobility and escape button on such a fragile class. |
Equipment
For early beginners on AoY, the are still worth checking where the class can use the gear, but Super Novice also leans heavily on Novice-only or All Jobs equipment and class-specific reward gear.
The iRO equipment overview also calls out the Angel Set, the Novice Card Set, the commonly called Light Gear sold through Lighthalzen and Juno vendors, and Eden Group equipment as some of the most important early and midgame foundations for the class.
| Equipment | Description |
|---|---|
| The official iRO Super Novice job change rewards this immediately after the Al De Baran quest turn-in. | |
| One of the AoY Job Master route signature rewards and part of the early Super Novice gear package. | |
| Another AoY-specific starter piece that helps flesh out the class route immediately. | |
| Useful because Super Novice is fragile and benefits heavily from any defensive slot efficiency it can get. | |
| Part of the AoY Job Master set and a convenient early survivability piece for the class. | |
| Rounds out the AoY reward kit for players taking the convenience route instead of the official quest. | |
| The fast iRO leveling route still points to this as the easiest way to accelerate AoE-friendly early progression. | |
| Cheap recovery option if your build is forced to tank while leveling. | |
| Another practical sustain item for a class that never gets much margin for mistakes. |
| Slot / Category | Notable Examples |
|---|---|
| Headgear | , , , , and . |
| Middle / Lower | , , , , and . |
| Armor | , , , and . |
| Weapons | , , , , , , and . |
| Shield / Garment / Shoes | , , , , , and . |
| Accessories | , , , , , , and . |
| Recommended Cards | , , , , , , , , , , , , , , , , and , plus elemental armor cards or situational damage-reduction cards depending on the build you are targeting. |
Super Novice Secrets
| Feature | Explanation |
|---|---|
| Doridori | The classic /doridori head-shake trick is documented on iRO as speeding up SP recovery through the recovery-skill interaction. |
| Guardian Angel | Super Novice has its own special level-up angel behavior and may receive support effects such as Kyrie Eleison, Magnificat, Gloria, Suffragium, and Impositio Manus in the documented class events. |
| Never Give Up! | At 99.0% to 99.9% EXP, the Guardian Angel may appear on 0 HP, refill health, and cast Mental Strength. The iRO note explains this must be reset by relogging or leveling before it can happen again. |
| Really Super Super Novice | If the class reaches Job 70 and onward without a single death, iRO documents a +10 all-stats bonus. Dying later removes it unless Super Novice Spirit is used. |
| Super Novice Cart | The class gets its own special cart for an added fee in near aldebaran 54,238. |
| A Novice's Fury | The iRO guide documents the chant interaction at 10% experience intervals that can grant a Fury state with CRIT +50 when performed correctly. |
| Life After 99 | At Base 99, Super Novice gains a permanent +2000 Max HP bonus and continues interacting with the class-specific secret systems by earning more experience beyond cap. |
Primary Stats
| Stat | Core Effect |
|---|---|
| STR | Raises melee ATK, weight limit, and slightly improves ranged-type ATK. |
| AGI | Raises Flee and ASPD, while improving resistance to Bleeding and Sleep. |
| VIT | Raises Max HP, healing-item value, and resistance to Stun, Poison, Deadly Poison, Burning, and Freezing. |
| INT | Raises MATK, Max SP, SP recovery, SP-item value, reduces variable cast time, and improves resistance to Blind, Silence, and Chaos. |
| DEX | Reduces variable cast time, raises HIT, MATK, and ranged-type weapon damage while slightly helping melee-type ATK. |
| LUK | Raises ATK, MATK, CRIT, HIT, Flee, Perfect Dodge, creation rates, and small resistance across many status effects. |
Melee Weapons: Axes, Books, Daggers, Katars, Knuckles, Maces, and Spears.
Ranged Weapons: Bows, Guns, Instruments, and Whips.
Leveling
| Level Range | Location | Notes |
|---|---|---|
| 3-56 | The fast route uses . Physical builds usually lean on , while magical builds can use fire spells and kiting. | |
| 10-21 | Without the fast route, target and keep your build focused instead of trying to level every skill line at once. | |
| 21-41 | Continue on passive targets like , which works well for both auto-attack and safer caster progression. | |
| 41-60 | Move into and target , , and . |
Job Change
You can become a Super Novice once your Novice reaches Base Level 45 and Job Level 10. On Age of Ymir, you have two practical routes:
| Route | What You Get | Notes |
|---|---|---|
| and the official Super Novice class change. | Go to the windmill building in southwest and speak with Tzerero. Bring and . The iRO reference also warns you to advance the dialogue carefully so you do not waste the quest items on the wrong prompt branch. | |
| , , , , , , , , and . | Use . Ezekiel in the Main Office provides the convenience route and the AoY-specific starter gear package. |
- If you want to follow the original iRO route exactly, do the official Al De Baran quest and bring the item set yourself.
- If you want the smoothest AoY start, the Job Master route is much more practical because it skips the material turn-in and gives you a full class reward package immediately.
Source referenced for class guide details: iRO Wiki: Super Novice

Details
Builds
Skills
Equipment
Leveling
Job Change