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	<id>https://ehwiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=M118w11</id>
	<title>EHWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ehwiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=M118w11"/>
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	<updated>2026-06-09T19:18:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ehwiki.org/index.php?title=Leveling_Up&amp;diff=36459</id>
		<title>Leveling Up</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Leveling_Up&amp;diff=36459"/>
		<updated>2016-08-04T07:28:14Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leveling up occurs when a player earns enough [[EXP]]. Its occurrence will be indicated in the combat log as well as below the player&#039;s stat bars.&lt;br /&gt;
&lt;br /&gt;
[[Image:lvup.png]]&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
===Every Level===&lt;br /&gt;
*All [[soulfuse]]d pieces of [[equipment]] will have their active stats increase based on [[Level Scaling]].&lt;br /&gt;
**This does not trigger until the player is out of [[combat]].&lt;br /&gt;
*An [[ability point]] is earned.&lt;br /&gt;
**An additional ability point can be earned via [[Training]].&lt;br /&gt;
*The base [[proficiency]] cap increases by 1.&lt;br /&gt;
*The range on the [[Battles#Monster_Side|level of the monsters]] that can be fought increases by 1.&lt;br /&gt;
*The cap on the [[Monster_Lab#Monster_PL_vs._Player_Level|power level]] of the monsters that can be fought increases by at least 1.&lt;br /&gt;
*[[Spell#Spell_Costs|Spell costs]] increase by base_cost/100.&lt;br /&gt;
&lt;br /&gt;
===Certain Levels===&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!Level !! Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
|1 ||&lt;br /&gt;
*First Blood [[Arena]] unlocked&lt;br /&gt;
*Apprentice [[rank]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|10 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Learning Curves [[Arena]] unlocked&lt;br /&gt;
*Novice [[rank]] unlocked&lt;br /&gt;
*Protection Augment [[abilities]] become available.&lt;br /&gt;
*[[Primary Attribute]]s from [[artifact]]s can be received.&lt;br /&gt;
|-&lt;br /&gt;
|20 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Graduation [[Arena]] unlocked&lt;br /&gt;
*Apprentice [[rank]] unlocked&lt;br /&gt;
*[[Training|Pack Rat]] 1/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|30 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Road Less Traveled [[Arena]] unlocked&lt;br /&gt;
*Journeyman [[rank]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|40 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*A Rolling Stone [[Arena]] unlocked&lt;br /&gt;
*Artisan [[rank]] unlocked&lt;br /&gt;
*[[Training|Pack Rat]] 2/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|50 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
*Fresh Meat [[Arena]] unlocked&lt;br /&gt;
*Expert [[rank]] unlocked&lt;br /&gt;
*Konata [[Ring of Blood]] unlocked&lt;br /&gt;
*[[Training|Scholar of War + Tincture]] 1/5 trainable&lt;br /&gt;
*[[Training|Manifest Destiny]] 1/10 trainable&lt;br /&gt;
*Tier 2 [[fighting skills]] become available (with [[proficiency]]).&lt;br /&gt;
|-&lt;br /&gt;
|60 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Dark Skies [[Arena]] unlocked&lt;br /&gt;
*Master [[rank]] unlocked&lt;br /&gt;
*[[Training|Pack Rat]] 3/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|70 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Growing Storm [[Arena]] unlocked&lt;br /&gt;
*Champion [[rank]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|75 || Mikuru Asahina + Ryouko Asakura + Yuki Nagato [[Ring of Blood]]s unlocked&lt;br /&gt;
|-&lt;br /&gt;
|80 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Power Flux [[Arena]] unlocked&lt;br /&gt;
*Hero [[rank]] unlocked&lt;br /&gt;
*[[Training|Pack Rat]] 4/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|90 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Killzone [[Arena]] unlocked&lt;br /&gt;
*Lord [[rank]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|100 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
*Endgame [[Arena]] unlocked&lt;br /&gt;
**Ascended [[rank]] unlocked (if above arena is cleared).&lt;br /&gt;
*Real Life [[Ring of Blood]] unlocked&lt;br /&gt;
*[[Training|Scholar of War + Tincture]] 2/5 trainable&lt;br /&gt;
*[[Training|Manifest Destiny]] 2/10 trainable&lt;br /&gt;
*[[Training|Pack Rat]] 5/10 trainable&lt;br /&gt;
*Tier 3 [[fighting skills]] become available (with [[proficiency]]).&lt;br /&gt;
*Can face up to 10 monsters in [[Random Encounters]].&lt;br /&gt;
*[[Condition]] loss from [[dying]] becomes 5%.&lt;br /&gt;
*[[Ability]] reset costs can begin to climb per use.&lt;br /&gt;
|-&lt;br /&gt;
|110 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Longest Journey [[Arena]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|120 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Dreamfall [[Arena]] unlocked&lt;br /&gt;
*[[Training|Pack Rat]] 6/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|130 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Exile [[Arena]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|140 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Sealed Power [[Arena]] unlocked&lt;br /&gt;
**Destined [[rank]] unlocked (if above arena is cleared).&lt;br /&gt;
*[[Training|Pack Rat]] 7/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|145 || [[Monster Lab|Custom monsters]] may appear with Spirit Bars and use Spirit Attacks.&lt;br /&gt;
|-&lt;br /&gt;
|150 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
*New Wings [[Arena]] unlocked&lt;br /&gt;
*Invisible Pink Unicorn [[Ring of Blood]] unlocked&lt;br /&gt;
*[[Training|Scholar of War + Tincture]] 3/5 trainable&lt;br /&gt;
*[[Training|Manifest Destiny]] 3/10 trainable&lt;br /&gt;
*Drain Augment [[abilities]] become available.&lt;br /&gt;
|-&lt;br /&gt;
|160 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*[[Training|Pack Rat]] 8/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|165 || To Kill A God [[Arena]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|170 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|180 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*Eve of Death [[Arena]] unlocked&lt;br /&gt;
*[[Training|Pack Rat]] 9/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|190 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|200 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
*The Trio and the Tree [[Arena]] unlocked&lt;br /&gt;
**Godslayer [[rank]] unlocked (if above arena is cleared).&lt;br /&gt;
*Flying Spaghetti Monster [[Ring of Blood]] unlocked&lt;br /&gt;
*[[Training|Scholar of War + Tincture]] 4/5 trainable&lt;br /&gt;
*[[Training|Manifest Destiny]] 4/10 trainable&lt;br /&gt;
*[[Training|Pack Rat]] 10/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|201 || [[Condition]] loss from [[dying]] becomes 10%.&lt;br /&gt;
|-&lt;br /&gt;
|210 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|220 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|225 || End of Days [[Arena]] unlocked&lt;br /&gt;
|-&lt;br /&gt;
|230 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|240 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|250 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
*Eternal Darkness [[Arena]] unlocked&lt;br /&gt;
*Triple Trio And The Tree [[Ring of Blood]] unlocked&lt;br /&gt;
*[[Training|Manifest Destiny]] 5/10 trainable&lt;br /&gt;
*[[Training|Scholar of War + Tincture]] 5/5 trainable&lt;br /&gt;
*No further [[spells]] are learned (assuming max [[proficiencies]])&lt;br /&gt;
*[[Proficiency]] gain rate normalizes&lt;br /&gt;
|-&lt;br /&gt;
|260 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|270 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|280 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|290 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|300 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
*A Dance With Dragons [[Arena]] unlocked&lt;br /&gt;
**Dovahkiin [[rank]] unlocked (if above arena is cleared at IWBTH [[difficulty]] or higher).&lt;br /&gt;
*[[Training|Manifest Destiny]] 6/10 trainable&lt;br /&gt;
*Time given for [[RiddleMaster]] puzzles reduced to 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|310 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|320 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|330 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|340 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|350 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*+1 [[Mod Power]]&lt;br /&gt;
**No further [[Mod Power]] can be earned by leveling.&lt;br /&gt;
*[[Training|Manifest Destiny]] 7/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|360 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|370 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|380 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|390 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|400 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*All [[equipment]] can be [[soulfuse]]d.&lt;br /&gt;
*[[Training|Manifest Destiny]] 8/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|410 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|420 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|430 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|440 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|450 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
*[[Training|Manifest Destiny]] 9/10 trainable&lt;br /&gt;
|-&lt;br /&gt;
|460 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|470 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|480 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|490 || +1 [[Mastery Point]]&lt;br /&gt;
|-&lt;br /&gt;
|500 ||&lt;br /&gt;
*+1 [[Mastery Point]]&lt;br /&gt;
**No further [[Mastery Point]]s can be earned by leveling.&lt;br /&gt;
*No further [[Ability Point]]s can be earned by leveling.&lt;br /&gt;
*[[Training|Manifest Destiny]] 10/10 trainable&lt;br /&gt;
*[[Training|Dissociation]] 7/7 trainable&lt;br /&gt;
*[[Primary Attribute]]s from [[artifact]]s are capped (at 50 per attribute).&lt;br /&gt;
*No further [[EXP]] can be earned.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;EXP required for next level&#039;&#039;&#039; = (current_level + 4) ^ (2.850263212287058 ^ (1 + (current_level+1) / 1000)) - (current_level + 3) ^ (2.850263212287058 ^ (1 + current_level / 1000))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Level and Rank Table]]&lt;br /&gt;
*[[Ranks]]&lt;br /&gt;
*[[EXP]]&lt;br /&gt;
&lt;br /&gt;
{{Template:HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=34350</id>
		<title>Loot Drop Rolls</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=34350"/>
		<updated>2015-10-14T03:13:46Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the drop formulas for the [[HentaiVerse]]. All drops go through several rolls to determine what the player will receive.&lt;br /&gt;
&lt;br /&gt;
==Loot Rolls==&lt;br /&gt;
[[Image:Drop Rolls.png|border|left]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!width=&amp;quot;250px&amp;quot;|Base&lt;br /&gt;
!Affected By&lt;br /&gt;
|-&lt;br /&gt;
|Drop Roll || 10% ||&lt;br /&gt;
*Scavenger [[training]] (up to 1.25x)&lt;br /&gt;
*Monster&#039;s [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] bonus ((PL - 500) / 50); capped at 15%)&lt;br /&gt;
*[[Arena]] clear / [[Random Encounter]] bonus&lt;br /&gt;
*One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll)&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment]] Roll || 2.5% ||&lt;br /&gt;
*Quartermaster [[Training]] (up to 2x)&lt;br /&gt;
*Guaranteed for [[Arena]] clear&lt;br /&gt;
*Guaranteed for [[Ring of Blood]] clear&lt;br /&gt;
*&#039;&#039;&#039;Will auto-fail if [[HentaiVerse_Bugs_%26_Errors#Combat|1,000 equipment pieces are owned]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|E.Quality Roll || 0 || &lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
**Nintendo and above have 0% chance for Fair/Crude&lt;br /&gt;
**Nightmare and below have 0% chance for Legendary/Peerless&lt;br /&gt;
***[[Arena]] clears have a &#039;&#039;very&#039;&#039; low chance for Legendary even on Normal&lt;br /&gt;
*[[Arena]] and [[Ring of Blood]] clear bonus&lt;br /&gt;
**Equal to a T1 [[trophy]] on Endgame challenge and below. Becomes T2+ with any higher challenge on Nightmare [[difficulty]] or higher. Longest Journey and above get +1 tier at Nightmare and above, and the three highest arenas get an additional +1 tier at IWBTH/PFUDOR. Dances with Dragons on PFUDOR is T8.&lt;br /&gt;
&lt;br /&gt;
*[[Trophies]] are pre-determined based on trophy tier and are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else&lt;br /&gt;
**All trophies have 0.1% chance for Peerless&lt;br /&gt;
**T6 estimated rates:&lt;br /&gt;
***Legendary = 2%&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=182130&amp;amp;view=findpost&amp;amp;p=4126928]&amp;lt;/sup&amp;gt;&lt;br /&gt;
***Magnificent = 20%&lt;br /&gt;
***Exquisite = 78%&lt;br /&gt;
|-&lt;br /&gt;
|Slot Roll || Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15 &amp;lt;br&amp;gt;(1H / 2H / Staff / Shield / Cloth / Light / Heavy) || N/A; [[Trophies]] allow for manual selection&lt;br /&gt;
|-&lt;br /&gt;
|Tier Roll || Every [[quality]] rank has a specific base Rarity Chance ||&lt;br /&gt;
*Peerless = &amp;gt;25% base chance&lt;br /&gt;
*Average = 2%? base chance&lt;br /&gt;
*Fair/Crude = 0% chance&lt;br /&gt;
*Armor Only: Rarity Chance is multiplied directly by Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
|-&lt;br /&gt;
|[[Suffix]] Roll || None ||&lt;br /&gt;
*Limited selection based on type&lt;br /&gt;
*[[Quality]] must be Fair or higher; guaranteed at Superior or higher&lt;br /&gt;
|-&lt;br /&gt;
|PAB Rolls || 0 || [[Quality]] and Tier&lt;br /&gt;
*Certain PABs cannot be rolled depending on the slot (e.g. STR on Staffs)&lt;br /&gt;
*Phase has ~3.5% chance of having 0&lt;br /&gt;
*Staffs have 5% or 6.25% chance of having 0, depending on the type&lt;br /&gt;
*Maximum of 2 at Superior/Exquisite [[quality]]&lt;br /&gt;
*At Legendary/Peerless [[quality]] will always have 3 (4 for Light armor)&lt;br /&gt;
*Suffixes may add additional PABs (e.g. Arcanist)&lt;br /&gt;
|-&lt;br /&gt;
|[[Prefix]] Roll || Pre-determined, requires &amp;quot;Superior&amp;quot; or higher || See [[Equipment_Prefixes#Chances|chart]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Artifact]] Roll || 0.2% || Archaeologist [[training]] (up to 2x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Collectable]] Roll || 1%? || N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Token]] Roll || 0.2% ||&lt;br /&gt;
*Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s&lt;br /&gt;
*[[Arena]] Challenge / [[Ring of Blood]] clear bonus (15-25%?)&lt;br /&gt;
*Tokenizer [[hath perks]] (up to 4x)&lt;br /&gt;
|-&lt;br /&gt;
|T.Type Roll || 20% / 80% &amp;lt;br&amp;gt;(Blood / Chaos) || Tokenizer [[hath perks]] (increases Chaos by up to 10%?)&lt;br /&gt;
|-&lt;br /&gt;
|I.Type Roll || 35% / 35% / 10%? / 10% / 4%? / 4% / 2% &amp;lt;br&amp;gt;(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) ||&lt;br /&gt;
Luck of the Draw [[training]] (up to +25% towards rarer [[item]]s)&lt;br /&gt;
|-&lt;br /&gt;
|R.Quality Roll || 19% / 79% / 2% &amp;lt;br&amp;gt;(Draught / Potion / Elixir) || Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
|-&lt;br /&gt;
|C.Type Roll || Equal || N/A&lt;br /&gt;
|-&lt;br /&gt;
|C.Multiplier || 1x ||&lt;br /&gt;
*[[Difficulty]] (up to 3x)&lt;br /&gt;
*[[Grindfest]] round bonus (up to 3x)&lt;br /&gt;
**The two above cannot combined to more than 5x&lt;br /&gt;
*Crystarium [[Hath Perks]] (up to 10x)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|F.Quality Roll || 90/5/5? ||&lt;br /&gt;
*[[Difficulty]] (up to 5x better for T2/T3)&lt;br /&gt;
*Happy Pills are not affected by anything --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occurrences==&lt;br /&gt;
*Loot drop rolls only occur after clearing a [[battle]] round (with the exception of power-ups, which drop immediately after defeating a monster). There is a maximum of 1 drop per defeated monster.&lt;br /&gt;
*Guaranteed drops occur after clearing [[Random Encounter]]s, [[Ring of Blood]], and [[Arena]] challenges in addition to the last round&#039;s normal drop chances.&lt;br /&gt;
*For [[trophies]], the drop is guaranteed except in the non-final rounds of the level 225+ [[Arena#Arena_Challenges|arena challenges]] where it is a static 10% chance.&lt;br /&gt;
*No drops occur if the player is at 9 [[stamina]] or less.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
Playing a large number of rounds at lower [[difficulties]] in any [[battle mode]] reduces the drop rate from monsters for a period of time. This begins after 1,000 rounds and reaches maximum effect after 2,000 rounds. The reduction caps at 75% for Normal, 50% for Hard, and 25% for Nightmare. This applies to ALL drops besides [[Arena]]/[[Ring of Blood]] clear bonus drops. The round counter cools down at a rate of 1 per minute (out of combat only).&lt;br /&gt;
&lt;br /&gt;
==Increased Drop Chances==&lt;br /&gt;
Scavenger, Quartermaster, and Archaeologist [[training]] affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 12.5%.&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=128181&amp;amp;st=0&amp;amp;p=2612586]&amp;lt;/sup&amp;gt; Thus Scavenger increases a player&#039;s chance of getting both equipment and artifacts because there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. Fighting more difficult monsters also gives an additional 0-15% drop rate, making the maximum drop rate 27.5% with maxed Scavenger and a monster with at least 1250PL. Additionally, because equipment rolls occur before artifact rolls, increasing Quartermaster will &#039;&#039;slightly&#039;&#039; reduce a player&#039;s chance of getting artifacts and other items.&lt;br /&gt;
&lt;br /&gt;
Drop chance can be determined by the following formula (Base_loot_drop = 0.10):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Loot_drop = Base_loot_drop * (1 + Scavenger_level * 0.005) + Monster PL&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.025):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Equipment_drop = Loot_drop * (Base_equipment_drop * (1 + Quartermaster_level * 0.05)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop * (1 + Archaeologist_level * 0.1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other loot always has a 100% chance of dropping when a player rolls for a drop, and subsequent equipment and artifact rolls fail. More information about drop chances can be found [[Loot Drop Rolls|here]].&lt;br /&gt;
&lt;br /&gt;
Formula for other loot:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Other_drop = (Loot_drop - Equipment_drop - Artifact_drop) * (Base_other_drop)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Base_other_drop is the numerical value for a specific item, i.e. percentage_value / 100. It is possible to also combine the base drop chances of several items to get their true combined drop chance).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Credits]]==&lt;br /&gt;
Credits can only drop from monsters that did not drop anything else; &#039;&#039;&#039;however&#039;&#039;&#039;, the credit drop chance is static (~20%?) and is &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything (e.g. increasing Scavenger does not negatively impact credit drop chance in any significant way).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Items]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=34349</id>
		<title>Loot Drop Rolls</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=34349"/>
		<updated>2015-10-14T03:12:40Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Loot Rolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the drop formulas for the [[HentaiVerse]]. All drops go through several rolls to determine what the player will receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that these numbers are estimates and may be outdated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Loot Rolls==&lt;br /&gt;
[[Image:Drop Rolls.png|border|left]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!width=&amp;quot;250px&amp;quot;|Base&lt;br /&gt;
!Affected By&lt;br /&gt;
|-&lt;br /&gt;
|Drop Roll || 10% ||&lt;br /&gt;
*Scavenger [[training]] (up to 1.25x)&lt;br /&gt;
*Monster&#039;s [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] bonus ((PL - 500) / 50); capped at 15%)&lt;br /&gt;
*[[Arena]] clear / [[Random Encounter]] bonus&lt;br /&gt;
*One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll)&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment]] Roll || 2.5% ||&lt;br /&gt;
*Quartermaster [[Training]] (up to 2x)&lt;br /&gt;
*Guaranteed for [[Arena]] clear&lt;br /&gt;
*Guaranteed for [[Ring of Blood]] clear&lt;br /&gt;
*&#039;&#039;&#039;Will auto-fail if [[HentaiVerse_Bugs_%26_Errors#Combat|1,000 equipment pieces are owned]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|E.Quality Roll || 0 || &lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
**Nintendo and above have 0% chance for Fair/Crude&lt;br /&gt;
**Nightmare and below have 0% chance for Legendary/Peerless&lt;br /&gt;
***[[Arena]] clears have a &#039;&#039;very&#039;&#039; low chance for Legendary even on Normal&lt;br /&gt;
*[[Arena]] and [[Ring of Blood]] clear bonus&lt;br /&gt;
**Equal to a T1 [[trophy]] on Endgame challenge and below. Becomes T2+ with any higher challenge on Nightmare [[difficulty]] or higher. Longest Journey and above get +1 tier at Nightmare and above, and the three highest arenas get an additional +1 tier at IWBTH/PFUDOR. Dances with Dragons on PFUDOR is T8.&lt;br /&gt;
&lt;br /&gt;
*[[Trophies]] are pre-determined based on trophy tier and are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else&lt;br /&gt;
**All trophies have 0.1% chance for Peerless&lt;br /&gt;
**T6 estimated rates:&lt;br /&gt;
***Legendary = 2%&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=182130&amp;amp;view=findpost&amp;amp;p=4126928]&amp;lt;/sup&amp;gt;&lt;br /&gt;
***Magnificent = 20%&lt;br /&gt;
***Exquisite = 78%&lt;br /&gt;
|-&lt;br /&gt;
|Slot Roll || Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15 &amp;lt;br&amp;gt;(1H / 2H / Staff / Shield / Cloth / Light / Heavy) || N/A; [[Trophies]] allow for manual selection&lt;br /&gt;
|-&lt;br /&gt;
|Tier Roll || Every [[quality]] rank has a specific base Rarity Chance ||&lt;br /&gt;
*Peerless = &amp;gt;25% base chance&lt;br /&gt;
*Average = 2%? base chance&lt;br /&gt;
*Fair/Crude = 0% chance&lt;br /&gt;
*Armor Only: Rarity Chance is multiplied directly by Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
|-&lt;br /&gt;
|[[Suffix]] Roll || None ||&lt;br /&gt;
*Limited selection based on type&lt;br /&gt;
*[[Quality]] must be Fair or higher; guaranteed at Superior or higher&lt;br /&gt;
|-&lt;br /&gt;
|PAB Rolls || 0 || [[Quality]] and Tier&lt;br /&gt;
*Certain PABs cannot be rolled depending on the slot (e.g. STR on Staffs)&lt;br /&gt;
*Phase has ~3.5% chance of having 0&lt;br /&gt;
*Staffs have 5% or 6.25% chance of having 0, depending on the type&lt;br /&gt;
*Maximum of 2 at Superior/Exquisite [[quality]]&lt;br /&gt;
*At Legendary/Peerless [[quality]] will always have 3 (4 for Light armor)&lt;br /&gt;
*Suffixes may add additional PABs (e.g. Arcanist)&lt;br /&gt;
|-&lt;br /&gt;
|[[Prefix]] Roll || Pre-determined, requires &amp;quot;Superior&amp;quot; or higher || See [[Equipment_Prefixes#Chances|chart]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Artifact]] Roll || 0.2% || Archaeologist [[training]] (up to 2x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Collectable]] Roll || 1%? || N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Token]] Roll || 0.2% ||&lt;br /&gt;
*Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s&lt;br /&gt;
*[[Arena]] Challenge / [[Ring of Blood]] clear bonus (15-25%?)&lt;br /&gt;
*Tokenizer [[hath perks]] (up to 4x)&lt;br /&gt;
|-&lt;br /&gt;
|T.Type Roll || 20% / 80% &amp;lt;br&amp;gt;(Blood / Chaos) || Tokenizer [[hath perks]] (increases Chaos by up to 10%?)&lt;br /&gt;
|-&lt;br /&gt;
|I.Type Roll || 35% / 35% / 10%? / 10% / 4%? / 4% / 2% &amp;lt;br&amp;gt;(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) ||&lt;br /&gt;
Luck of the Draw [[training]] (up to +25% towards rarer [[item]]s)&lt;br /&gt;
|-&lt;br /&gt;
|R.Quality Roll || 19% / 79% / 2% &amp;lt;br&amp;gt;(Draught / Potion / Elixir) || Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
|-&lt;br /&gt;
|C.Type Roll || Equal || N/A&lt;br /&gt;
|-&lt;br /&gt;
|C.Multiplier || 1x ||&lt;br /&gt;
*[[Difficulty]] (up to 3x)&lt;br /&gt;
*[[Grindfest]] round bonus (up to 3x)&lt;br /&gt;
**The two above cannot combined to more than 5x&lt;br /&gt;
*Crystarium [[Hath Perks]] (up to 10x)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|F.Quality Roll || 90/5/5? ||&lt;br /&gt;
*[[Difficulty]] (up to 5x better for T2/T3)&lt;br /&gt;
*Happy Pills are not affected by anything --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occurrences==&lt;br /&gt;
*Loot drop rolls only occur after clearing a [[battle]] round (with the exception of power-ups, which drop immediately after defeating a monster). There is a maximum of 1 drop per defeated monster.&lt;br /&gt;
*Guaranteed drops occur after clearing [[Random Encounter]]s, [[Ring of Blood]], and [[Arena]] challenges in addition to the last round&#039;s normal drop chances.&lt;br /&gt;
*For [[trophies]], the drop is guaranteed except in the non-final rounds of the level 225+ [[Arena#Arena_Challenges|arena challenges]] where it is a static 10% chance.&lt;br /&gt;
*No drops occur if the player is at 9 [[stamina]] or less.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
Playing a large number of rounds at lower [[difficulties]] in any [[battle mode]] reduces the drop rate from monsters for a period of time. This begins after 1,000 rounds and reaches maximum effect after 2,000 rounds. The reduction caps at 75% for Normal, 50% for Hard, and 25% for Nightmare. This applies to ALL drops besides [[Arena]]/[[Ring of Blood]] clear bonus drops. The round counter cools down at a rate of 1 per minute (out of combat only).&lt;br /&gt;
&lt;br /&gt;
==Increased Drop Chances==&lt;br /&gt;
Scavenger, Quartermaster, and Archaeologist [[training]] affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 12.5%.&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=128181&amp;amp;st=0&amp;amp;p=2612586]&amp;lt;/sup&amp;gt; Thus Scavenger increases a player&#039;s chance of getting both equipment and artifacts because there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. Fighting more difficult monsters also gives an additional 0-15% drop rate, making the maximum drop rate 27.5% with maxed Scavenger and a monster with at least 1250PL. Additionally, because equipment rolls occur before artifact rolls, increasing Quartermaster will &#039;&#039;slightly&#039;&#039; reduce a player&#039;s chance of getting artifacts and other items.&lt;br /&gt;
&lt;br /&gt;
Drop chance can be determined by the following formula (Base_loot_drop = 0.10):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Loot_drop = Base_loot_drop * (1 + Scavenger_level * 0.005) + Monster PL&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.025):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Equipment_drop = Loot_drop * (Base_equipment_drop * (1 + Quartermaster_level * 0.05)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop * (1 + Archaeologist_level * 0.1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other loot always has a 100% chance of dropping when a player rolls for a drop, and subsequent equipment and artifact rolls fail. More information about drop chances can be found [[Loot Drop Rolls|here]].&lt;br /&gt;
&lt;br /&gt;
Formula for other loot:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Other_drop = (Loot_drop - Equipment_drop - Artifact_drop) * (Base_other_drop)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Base_other_drop is the numerical value for a specific item, i.e. percentage_value / 100. It is possible to also combine the base drop chances of several items to get their true combined drop chance).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Credits]]==&lt;br /&gt;
Credits can only drop from monsters that did not drop anything else; &#039;&#039;&#039;however&#039;&#039;&#039;, the credit drop chance is static (~20%?) and is &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything (e.g. increasing Scavenger does not negatively impact credit drop chance in any significant way).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Items]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=34348</id>
		<title>Loot Drop Rolls</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=34348"/>
		<updated>2015-10-14T03:12:04Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Increased Drop Chances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the drop formulas for the [[HentaiVerse]]. All drops go through several rolls to determine what the player will receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that these numbers are estimates and may be outdated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Loot Rolls==&lt;br /&gt;
[[Image:Drop Rolls.png|border|left]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!width=&amp;quot;250px&amp;quot;|Base&lt;br /&gt;
!Affected By&lt;br /&gt;
|-&lt;br /&gt;
|Drop Roll || 10% ||&lt;br /&gt;
*Scavenger [[training]] (up to 1.25x)&lt;br /&gt;
*Monster&#039;s [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] bonus ((PL - 500) / 50); capped at 15%)&lt;br /&gt;
*[[Arena]] clear / [[Random Encounter]] bonus&lt;br /&gt;
*One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll)&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment]] Roll || 4% ||&lt;br /&gt;
*Quartermaster [[Training]] (up to 2x)&lt;br /&gt;
*Guaranteed for [[Arena]] clear&lt;br /&gt;
*Guaranteed for [[Ring of Blood]] clear&lt;br /&gt;
*&#039;&#039;&#039;Will auto-fail if [[HentaiVerse_Bugs_%26_Errors#Combat|1,000 equipment pieces are owned]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|E.Quality Roll || 0 || &lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
**Nintendo and above have 0% chance for Fair/Crude&lt;br /&gt;
**Nightmare and below have 0% chance for Legendary/Peerless&lt;br /&gt;
***[[Arena]] clears have a &#039;&#039;very&#039;&#039; low chance for Legendary even on Normal&lt;br /&gt;
*[[Arena]] and [[Ring of Blood]] clear bonus&lt;br /&gt;
**Equal to a T1 [[trophy]] on Endgame challenge and below. Becomes T2+ with any higher challenge on Nightmare [[difficulty]] or higher. Longest Journey and above get +1 tier at Nightmare and above, and the three highest arenas get an additional +1 tier at IWBTH/PFUDOR. Dances with Dragons on PFUDOR is T8.&lt;br /&gt;
&lt;br /&gt;
*[[Trophies]] are pre-determined based on trophy tier and are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else&lt;br /&gt;
**All trophies have 0.1% chance for Peerless&lt;br /&gt;
**T6 estimated rates:&lt;br /&gt;
***Legendary = 2%&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=182130&amp;amp;view=findpost&amp;amp;p=4126928]&amp;lt;/sup&amp;gt;&lt;br /&gt;
***Magnificent = 20%&lt;br /&gt;
***Exquisite = 78%&lt;br /&gt;
|-&lt;br /&gt;
|Slot Roll || Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15 &amp;lt;br&amp;gt;(1H / 2H / Staff / Shield / Cloth / Light / Heavy) || N/A; [[Trophies]] allow for manual selection&lt;br /&gt;
|-&lt;br /&gt;
|Tier Roll || Every [[quality]] rank has a specific base Rarity Chance ||&lt;br /&gt;
*Peerless = &amp;gt;25% base chance&lt;br /&gt;
*Average = 2%? base chance&lt;br /&gt;
*Fair/Crude = 0% chance&lt;br /&gt;
*Armor Only: Rarity Chance is multiplied directly by Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
|-&lt;br /&gt;
|[[Suffix]] Roll || None ||&lt;br /&gt;
*Limited selection based on type&lt;br /&gt;
*[[Quality]] must be Fair or higher; guaranteed at Superior or higher&lt;br /&gt;
|-&lt;br /&gt;
|PAB Rolls || 0 || [[Quality]] and Tier&lt;br /&gt;
*Certain PABs cannot be rolled depending on the slot (e.g. STR on Staffs)&lt;br /&gt;
*Phase has ~3.5% chance of having 0&lt;br /&gt;
*Staffs have 5% or 6.25% chance of having 0, depending on the type&lt;br /&gt;
*Maximum of 2 at Superior/Exquisite [[quality]]&lt;br /&gt;
*At Legendary/Peerless [[quality]] will always have 3 (4 for Light armor)&lt;br /&gt;
*Suffixes may add additional PABs (e.g. Arcanist)&lt;br /&gt;
|-&lt;br /&gt;
|[[Prefix]] Roll || Pre-determined, requires &amp;quot;Superior&amp;quot; or higher || See [[Equipment_Prefixes#Chances|chart]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Artifact]] Roll || 0.1% || Archaeologist [[training]] (up to 2x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Collectable]] Roll || 1%? || N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Token]] Roll || 0.2% ||&lt;br /&gt;
*Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s&lt;br /&gt;
*[[Arena]] Challenge / [[Ring of Blood]] clear bonus (15-25%?)&lt;br /&gt;
*Tokenizer [[hath perks]] (up to 4x)&lt;br /&gt;
|-&lt;br /&gt;
|T.Type Roll || 20% / 80% &amp;lt;br&amp;gt;(Blood / Chaos) || Tokenizer [[hath perks]] (increases Chaos by up to 10%?)&lt;br /&gt;
|-&lt;br /&gt;
|I.Type Roll || 35% / 35% / 10%? / 10% / 4%? / 4% / 2% &amp;lt;br&amp;gt;(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) ||&lt;br /&gt;
Luck of the Draw [[training]] (up to +25% towards rarer [[item]]s)&lt;br /&gt;
|-&lt;br /&gt;
|R.Quality Roll || 19% / 79% / 2% &amp;lt;br&amp;gt;(Draught / Potion / Elixir) || Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
|-&lt;br /&gt;
|C.Type Roll || Equal || N/A&lt;br /&gt;
|-&lt;br /&gt;
|C.Multiplier || 1x ||&lt;br /&gt;
*[[Difficulty]] (up to 3x)&lt;br /&gt;
*[[Grindfest]] round bonus (up to 3x)&lt;br /&gt;
**The two above cannot combined to more than 5x&lt;br /&gt;
*Crystarium [[Hath Perks]] (up to 10x)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|F.Quality Roll || 90/5/5? ||&lt;br /&gt;
*[[Difficulty]] (up to 5x better for T2/T3)&lt;br /&gt;
*Happy Pills are not affected by anything --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occurrences==&lt;br /&gt;
*Loot drop rolls only occur after clearing a [[battle]] round (with the exception of power-ups, which drop immediately after defeating a monster). There is a maximum of 1 drop per defeated monster.&lt;br /&gt;
*Guaranteed drops occur after clearing [[Random Encounter]]s, [[Ring of Blood]], and [[Arena]] challenges in addition to the last round&#039;s normal drop chances.&lt;br /&gt;
*For [[trophies]], the drop is guaranteed except in the non-final rounds of the level 225+ [[Arena#Arena_Challenges|arena challenges]] where it is a static 10% chance.&lt;br /&gt;
*No drops occur if the player is at 9 [[stamina]] or less.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
Playing a large number of rounds at lower [[difficulties]] in any [[battle mode]] reduces the drop rate from monsters for a period of time. This begins after 1,000 rounds and reaches maximum effect after 2,000 rounds. The reduction caps at 75% for Normal, 50% for Hard, and 25% for Nightmare. This applies to ALL drops besides [[Arena]]/[[Ring of Blood]] clear bonus drops. The round counter cools down at a rate of 1 per minute (out of combat only).&lt;br /&gt;
&lt;br /&gt;
==Increased Drop Chances==&lt;br /&gt;
Scavenger, Quartermaster, and Archaeologist [[training]] affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 12.5%.&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=128181&amp;amp;st=0&amp;amp;p=2612586]&amp;lt;/sup&amp;gt; Thus Scavenger increases a player&#039;s chance of getting both equipment and artifacts because there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. Fighting more difficult monsters also gives an additional 0-15% drop rate, making the maximum drop rate 27.5% with maxed Scavenger and a monster with at least 1250PL. Additionally, because equipment rolls occur before artifact rolls, increasing Quartermaster will &#039;&#039;slightly&#039;&#039; reduce a player&#039;s chance of getting artifacts and other items.&lt;br /&gt;
&lt;br /&gt;
Drop chance can be determined by the following formula (Base_loot_drop = 0.10):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Loot_drop = Base_loot_drop * (1 + Scavenger_level * 0.005) + Monster PL&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.025):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Equipment_drop = Loot_drop * (Base_equipment_drop * (1 + Quartermaster_level * 0.05)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop * (1 + Archaeologist_level * 0.1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other loot always has a 100% chance of dropping when a player rolls for a drop, and subsequent equipment and artifact rolls fail. More information about drop chances can be found [[Loot Drop Rolls|here]].&lt;br /&gt;
&lt;br /&gt;
Formula for other loot:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Other_drop = (Loot_drop - Equipment_drop - Artifact_drop) * (Base_other_drop)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Base_other_drop is the numerical value for a specific item, i.e. percentage_value / 100. It is possible to also combine the base drop chances of several items to get their true combined drop chance).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Credits]]==&lt;br /&gt;
Credits can only drop from monsters that did not drop anything else; &#039;&#039;&#039;however&#039;&#039;&#039;, the credit drop chance is static (~20%?) and is &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything (e.g. increasing Scavenger does not negatively impact credit drop chance in any significant way).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Items]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=RiddleMaster&amp;diff=31756</id>
		<title>RiddleMaster</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=RiddleMaster&amp;diff=31756"/>
		<updated>2015-02-02T07:56:16Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Incorrect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When [[Battles|fighting]] in any [[battle mode]] in the [[HentaiVerse]] (besides the [[Ring of Blood]]), players may randomly be presented with a puzzle that must be solved before a given time limit runs out.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
*RiddleMaster appearances do not count as a round.&lt;br /&gt;
*The time limit starts at 30 and is decreased gradually to 20 at [[level]] 300.&lt;br /&gt;
*There&#039;s a increased chance a riddle will appear after the 1st round of any multi-round [[battle mode]]. &lt;br /&gt;
*Refreshing the page has no negative consequences except for the timer still counting down during the page reload.&lt;br /&gt;
*Answering with anything besides A/B/C will result in an error message and will not count as incorrect answer.&lt;br /&gt;
&lt;br /&gt;
==Correct==&lt;br /&gt;
If answered correctly, players receive the following effect:&lt;br /&gt;
&lt;br /&gt;
*[[Image:riddlemaster.png]] &#039;&#039;&#039;&#039;&#039;Blessing of the RiddleMaster&#039;&#039;&#039;&#039;&#039;. &#039;&#039;You have been blessed by the RiddleMaster. Your attack and magic damage are temporarily increased by 10%&#039;&#039;. Lasts 20 turns.&lt;br /&gt;
*A healing effect equivalent to a combined [[Items#Battle_Powerups|health and mana gem]].&lt;br /&gt;
&lt;br /&gt;
==Incorrect==&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;You failed to correctly answer the RiddleMaster within the time limit. You lose x Stamina.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If answered incorrectly or time runs out, players will lose [[Stamina]] depending on how many times they have failed in the last n riddlemasters. (undisclosed number)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#f0f0f0;&amp;quot;|Failure&lt;br /&gt;
!style=&amp;quot;background:#f0f0f0;&amp;quot;|Stamina Lost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|First ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Second ||align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Third ||align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Fourth ||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Fifth ||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sixth ||align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Seventh and up?||align=&amp;quot;center&amp;quot;|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles in the system include:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *A randomly generated maze where players must pick between four exits. Follow the path from the start (top left) to the correct exit, and enter the letter next to it in the box at the bottom to solve it. --&amp;gt;&lt;br /&gt;
*A picture of 1 of 6 ponies from My Little Pony: Friendship Is Magic will appear in some orientation. Players must enter a letter corresponding to the correct name of the pony shown. A link located above the timer provides an image for players who are not familiar with the series (Pony Chart).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;!-- File:Maze.jpg | Example of the maze puzzle --&amp;gt;&lt;br /&gt;
File:PONIES.png | Example of the pony puzzle&lt;br /&gt;
File:Ponychart.jpg | Pony Chart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Stamina]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31750</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31750"/>
		<updated>2015-02-01T04:39:55Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Alternative Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Proc chances from fighting styles are capped, values can be found [[Fighting_Styles|here]].&lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%, which occurs at 2x level.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 bonus to one primary attribute. The maximum bonus to each attribute is increased by 1 every 10 levels gained. This is capped at +50 per attribute once a player reaches level 491.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them, provided they have the correct [[Abilities|abilities]] assigned.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2))) * Max(1 - (Max([[Burden]] - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]]. &lt;br /&gt;
* This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]]. &lt;br /&gt;
*This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31749</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31749"/>
		<updated>2015-02-01T04:39:04Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Alternative Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Proc chances from fighting styles are capped, values can be found [[Fighting_Styles|here]].&lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%, which occurs at 2x level.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 bonus to one primary attribute. The maximum bonus to each attribute is increased by 1 every 10 levels gained. This is capped at +50 per attribute once a player reaches level 491.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them, provided they have the correct [[Abilities|abilities]] assigned.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2))) * Max(1 - (Max([[Burden]] - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]]. &lt;br /&gt;
* This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]]. &lt;br /&gt;
*This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31748</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31748"/>
		<updated>2015-02-01T04:08:27Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Alternative Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Proc chances from fighting styles are capped, values can be found [[Fighting_Styles|here]].&lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%, which occurs at 2x level.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 491.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them, provided they have the correct [[Abilities|abilities]] assigned.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2))) * Max(1 - (Max([[Burden]] - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]]. &lt;br /&gt;
* This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]]. &lt;br /&gt;
*This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=31663</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=31663"/>
		<updated>2015-01-22T05:30:53Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills&#039;&#039;&#039; are special abilities in the [[HentaiVerse]], currently for aiding the user in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Universal Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Innate Skills==&lt;br /&gt;
These skills are available to all players.&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:defend.png]]&amp;lt;br&amp;gt;Defend&lt;br /&gt;
| You are defending from enemy blows. The amount of damage you take is reduced by 25%&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Defending&#039;&#039;&#039; lasts for 2 turns - the turn in which it was cast and the following turn&#039;&#039;&lt;br /&gt;
* &#039;&#039;10% [[Overcharge]] is consumed to recover 10% [[Character_Stats#Bases|base health]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Static_Charge.png]]&amp;lt;br&amp;gt;Focus&lt;br /&gt;
| You are mentally prepared for casting a magical attack. The chance for your spell being resisted or interfered is reduced, but so are your avoidance stats.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Focusing&#039;&#039;&#039; will leave the player unable to Evade/Block/Parry/Resist (-100% penalty). Monsters can still miss though.&lt;br /&gt;
* &#039;&#039;Increases Magic Hit Chance by 100%, reduce interference by 50%, and reduce monsters&#039; resist chance by 50%?&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] is consumed to recover 5% [[Character_Stats#Bases|base mana]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:flee.png]]&amp;lt;br&amp;gt;Flee&lt;br /&gt;
| You are running away.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fleeing&#039;&#039;&#039; may take a full turn to take effect, during which monsters may still attack&lt;br /&gt;
* &#039;&#039;Removes the player from the current [[battle]] series&#039;&#039;&lt;br /&gt;
* &#039;&#039;Counts as a [[Monster_Lab#Chances|victory]] for monsters involved. There is a cooldown on how often a player can count towards a monster&#039;s win stat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.JPG|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including its&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Owner&lt;br /&gt;
** Melee attack [[damage type]]&lt;br /&gt;
** Damage type mitigation values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fighting Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Skills==&lt;br /&gt;
A player&#039;s [[fighting style]] will grant additional fighting skills to players. &lt;br /&gt;
*They cannot miss, be parried, or be evaded.&lt;br /&gt;
*Players do not need to be in [[Spirit Stance]] to use these skills though this does boost their damage.&lt;br /&gt;
**If they are used while Spirit Stance is activated, the cost for Spirit Stance will be deducted before the skill is used. Thus, the skill will fail if the player doesn&#039;t have at least 10% Overcharge past the skill&#039;s cost.&lt;br /&gt;
*Using skills will drain [[Overcharge]] according to the table below. Additional Overcharge won&#039;t give any bonus towards the inflicted damage.&lt;br /&gt;
*All skills have a cooldown time before they can be used again.&lt;br /&gt;
*New skills are unlocked with higher [[Proficiencies]]. For Niten Ichiryu, the smaller of dual-wield and two-handed proficiencies is used for this calculation.&lt;br /&gt;
*These skills use the player&#039;s current mainhand [[Weapons|weapon]]&#039;s element / damage type unless otherwise stated.&lt;br /&gt;
*Skills can be chained. Players need to use lower-tier skills in order to activate higher-tier skills. This lasts for 5 turns each.&lt;br /&gt;
**[[Image:chain1.png]] = Tier 2 unlocked&lt;br /&gt;
**[[Image:chain2.png]] = Tier 3 unlocked&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style&lt;br /&gt;
!Skill (Tier)&lt;br /&gt;
!Cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!width=60px|[[Proficiency|Prof.]] Required&lt;br /&gt;
!Description / Status Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
!Shield Bash (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |25&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &lt;br /&gt;
*Does NOT require a [[Shield_(Equipment)|shield]].&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Does crushing damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vital Strike (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|&lt;br /&gt;
*Causes 5 stacks of [[Equipment_Procs|Bleeding Wound]] (Bleeding % = 50%) to a stunned enemy for 5 turns.&lt;br /&gt;
*Deals extra damage to a stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Merciful Blow (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Finish off a mortally wounded enemy.&lt;br /&gt;
*Instantly kills a bleeding target with less than 25% health.&lt;br /&gt;
**A target with more than 25% health simply takes damage.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
!Iris Strike (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&lt;br /&gt;
*Causes [[Spells#Deprecating_Magic|Blind]] for 100 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Backstab (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Ponies do it from behind.&lt;br /&gt;
*Deals extra damage on Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict a Poison effect on Blinded targets for 15 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Frenzied Blows (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Go nuts.&lt;br /&gt;
*Hits up to 5? adjacent enemies for a total of 10-20 hits (depends on the number of enemies).&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[Fighting_Styles#Two-Handed|2-Handed Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
!Great Cleave (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Focus a powerful strike on a single enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Blow (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Tears through enemy defenses, leaving them vulnerable for followup attacks. &lt;br /&gt;
*Inflicts 3 stacks of Penetrated Armor on all targets.&lt;br /&gt;
|-&lt;br /&gt;
!Shatter Strike (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|A mighty swing with your weapon causes your enemies to stagger.&lt;br /&gt;
*Inflicts Stunned on all targets if chained of off Rending Blow.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
!Skyward Sword&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Channels the power of the heavens for a powerful strike that causes massive carnage.&lt;br /&gt;
*Inflicts both 3 stacks of Penetrated Armor (reduced to 25% mitigation) and 5 stacks of Bleeding Wound (Bleeding % = 20%) up to 5 targets.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
!Concussive Strike&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&lt;br /&gt;
*Causes Stunned for 5 turns. Will not refresh an existing stun.&lt;br /&gt;
*Does magical damage, not physical.&lt;br /&gt;
*Can proc [[Fighting_Styles#Staff|Coalesced Mana]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Skills==&lt;br /&gt;
Skills that have special requirements to unlock.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost !! Cooldown !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
!Orbital Friendship Cannon&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |200&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Massive AoE damage to all enemies on the battlefield.&lt;br /&gt;
*Hits up to 10 targets.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different [[collectables]].&lt;br /&gt;
*Damage can be greatly increased via the Manehattan Project [[Hath Perk]].&lt;br /&gt;
|-&lt;br /&gt;
!FUS RO DAH&lt;br /&gt;
&#039;&#039;(The Power of the Dragonborn)&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|Damages and temporarily staggers all enemies on the battlefield.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;lt;!-- Overcharge for damage calculations is the Overcharge before skill use (otherwise a skill that used all OC would do 0 damage). --&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier * Overcharge %?* 0.02&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Skill Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;1H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash || 1&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || 2.5, 5 if stunned&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || 5? if Monster HP &amp;gt; 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;2H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Great Cleave || 2.5?&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || 1?&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Dual Wield&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iris Strike || 1.5?&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || 2.5?, 5? if blinded&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Niten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skyward Sword || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Concussive Strike || 1.5?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Orbital Friendship Cannon || 5?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Overcharge]]&lt;br /&gt;
*[[Spells]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=31615</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=31615"/>
		<updated>2015-01-17T11:07:31Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills&#039;&#039;&#039; are special abilities in the [[HentaiVerse]], currently for aiding the user in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Universal Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Innate Skills==&lt;br /&gt;
These skills are available to all players.&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:defend.png]]&amp;lt;br&amp;gt;Defend&lt;br /&gt;
| You are defending from enemy blows. The amount of damage you take is reduced by 25%&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Defending&#039;&#039;&#039; lasts for 2 turns - the turn in which it was cast and the following turn&#039;&#039;&lt;br /&gt;
* &#039;&#039;10% [[Overcharge]] is consumed to recover 10% [[Character_Stats#Bases|base health]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Static_Charge.png]]&amp;lt;br&amp;gt;Focus&lt;br /&gt;
| You are mentally prepared for casting a magical attack. The chance for your spell being resisted or interfered is reduced, but so are your avoidance stats.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Focusing&#039;&#039;&#039; will leave the player unable to Evade/Block/Parry/Resist (-100% penalty). Monsters can still miss though.&lt;br /&gt;
* &#039;&#039;Increases Magic Hit Chance by 100%, reduce interference by 50%, and reduce monsters&#039; resist chance by 50%?&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] is consumed to recover 5% [[Character_Stats#Bases|base mana]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:flee.png]]&amp;lt;br&amp;gt;Flee&lt;br /&gt;
| You are running away.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fleeing&#039;&#039;&#039; may take a full turn to take effect, during which monsters may still attack&lt;br /&gt;
* &#039;&#039;Removes the player from the current [[battle]] series&#039;&#039;&lt;br /&gt;
* &#039;&#039;Counts as a [[Monster_Lab#Chances|victory]] for monsters involved. There is a cooldown on how often a player can count towards a monster&#039;s win stat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.JPG|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including its&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Owner&lt;br /&gt;
** Melee attack [[damage type]]&lt;br /&gt;
** Damage type mitigation values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fighting Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Skills==&lt;br /&gt;
A player&#039;s [[fighting style]] will grant additional fighting skills to players. &lt;br /&gt;
*They cannot miss, be parried, or be evaded.&lt;br /&gt;
*Players do not need to be in [[Spirit Stance]] to use these skills though this does boost their damage.&lt;br /&gt;
**If they are used while Spirit Stance is activated, the cost for Spirit Stance will be deducted before the skill is used. Thus, the skill will fail if the player doesn&#039;t have at least 10% Overcharge past the skill&#039;s cost.&lt;br /&gt;
*Using skills will drain [[Overcharge]] according to the table below. Additional Overcharge won&#039;t give any bonus towards the inflicted damage.&lt;br /&gt;
*All skills have a cooldown time before they can be used again.&lt;br /&gt;
*New skills are unlocked with higher [[Proficiencies]]. For Niten Ichiryu, the smaller of dual-wield and two-handed proficiencies is used for this calculation.&lt;br /&gt;
*These skills use the player&#039;s current mainhand [[Weapons|weapon]]&#039;s element / damage type unless otherwise stated.&lt;br /&gt;
*Skills can be chained. Players need to use lower-tier skills in order to activate higher-tier skills. This lasts for 5 turns each.&lt;br /&gt;
**[[Image:chain1.png]] = Tier 2 unlocked&lt;br /&gt;
**[[Image:chain2.png]] = Tier 3 unlocked&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style&lt;br /&gt;
!Skill (Tier)&lt;br /&gt;
!Cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!width=60px|[[Proficiency|Prof.]] Required&lt;br /&gt;
!Description / Status Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
!Shield Bash (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |25&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &lt;br /&gt;
*Does NOT require a [[Shield_(Equipment)|shield]].&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Does crushing damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vital Strike (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|&lt;br /&gt;
*Causes 5 stacks of [[Equipment_Procs|Bleeding Wound]] (Bleeding % = 50%) to a stunned enemy for 5 turns.&lt;br /&gt;
*Deals extra damage to a stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Merciful Blow (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Finish off a mortally wounded enemy.&lt;br /&gt;
*Instantly kills a bleeding target with less than 25% health.&lt;br /&gt;
**A target with more than 25% health simply takes damage.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
!Iris Strike (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&lt;br /&gt;
*Causes [[Spells#Deprecating_Magic|Blind]] for 100 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Backstab (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Ponies do it from behind.&lt;br /&gt;
*Deals extra damage on Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict a Poison effect on Blinded targets for 15 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Frenzied Blows (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Go nuts.&lt;br /&gt;
*Hits up to 5? adjacent enemies for a total of 10-20 hits (depends on the number of enemies).&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[Fighting_Styles#Two-Handed|2-Handed Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
!Great Cleave (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Focus a powerful strike on a single enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Blow (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Tears through enemy defenses, leaving them vulnerable for followup attacks. &lt;br /&gt;
*Inflicts 3 stacks of Penetrated Armor on all targets.&lt;br /&gt;
|-&lt;br /&gt;
!Shatter Strike (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|A mighty swing with your weapon causes your enemies to stagger.&lt;br /&gt;
*Inflicts Stunned on all targets if chained of off Rending Blow.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
!Skyward Sword&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Channels the power of the heavens for a powerful strike that causes massive carnage.&lt;br /&gt;
*Inflicts both 3 stacks of Penetrated Armor (reduced to 25% mitigation) and 5 stacks of Bleeding Wound (Bleeding % = 20%) up to 5 targets.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
!Concussive Strike&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&lt;br /&gt;
*Causes Stunned for 5 turns. Will not refresh an existing stun.&lt;br /&gt;
*Does magical damage, not physical.&lt;br /&gt;
*Can proc [[Fighting_Styles#Staff|Coalesced Mana]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Skills==&lt;br /&gt;
Skills that have special requirements to unlock.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost !! Cooldown !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
!Orbital Friendship Cannon&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |200&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Massive AoE damage to all enemies on the battlefield.&lt;br /&gt;
*Hits up to 10 targets.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different [[collectables]].&lt;br /&gt;
*Damage can be greatly increased via the Manehattan Project [[Hath Perk]].&lt;br /&gt;
|-&lt;br /&gt;
!FUS RO DAH&lt;br /&gt;
&#039;&#039;(The Power of the Dragonborn)&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|Damages and temporarily staggers all enemies on the battlefield.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;lt;!-- Overcharge for damage calculations is the Overcharge before skill use (otherwise a skill that used all OC would do 0 damage). --&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier * Overcharge % * 0.02&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Skill Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;1H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash || 1&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || 2.5, 5 if stunned&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || 5? if Monster HP &amp;gt; 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;2H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Great Cleave || 2.5?&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || 1?&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Dual Wield&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iris Strike || 1.5?&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || 2.5?, 5? if blinded&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Niten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skyward Sword || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Concussive Strike || 1.5?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Orbital Friendship Cannon || 5?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Overcharge]]&lt;br /&gt;
*[[Spells]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=31614</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=31614"/>
		<updated>2015-01-17T11:06:26Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills&#039;&#039;&#039; are special abilities in the [[HentaiVerse]], currently for aiding the user in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Universal Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Innate Skills==&lt;br /&gt;
These skills are available to all players.&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:defend.png]]&amp;lt;br&amp;gt;Defend&lt;br /&gt;
| You are defending from enemy blows. The amount of damage you take is reduced by 25%&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Defending&#039;&#039;&#039; lasts for 2 turns - the turn in which it was cast and the following turn&#039;&#039;&lt;br /&gt;
* &#039;&#039;10% [[Overcharge]] is consumed to recover 10% [[Character_Stats#Bases|base health]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Static_Charge.png]]&amp;lt;br&amp;gt;Focus&lt;br /&gt;
| You are mentally prepared for casting a magical attack. The chance for your spell being resisted or interfered is reduced, but so are your avoidance stats.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Focusing&#039;&#039;&#039; will leave the player unable to Evade/Block/Parry/Resist (-100% penalty). Monsters can still miss though.&lt;br /&gt;
* &#039;&#039;Increases Magic Hit Chance by 100%, reduce interference by 50%, and reduce monsters&#039; resist chance by 50%?&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] is consumed to recover 5% [[Character_Stats#Bases|base mana]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:flee.png]]&amp;lt;br&amp;gt;Flee&lt;br /&gt;
| You are running away.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fleeing&#039;&#039;&#039; may take a full turn to take effect, during which monsters may still attack&lt;br /&gt;
* &#039;&#039;Removes the player from the current [[battle]] series&#039;&#039;&lt;br /&gt;
* &#039;&#039;Counts as a [[Monster_Lab#Chances|victory]] for monsters involved. There is a cooldown on how often a player can count towards a monster&#039;s win stat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.JPG|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including its&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Owner&lt;br /&gt;
** Melee attack [[damage type]]&lt;br /&gt;
** Damage type mitigation values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fighting Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Skills==&lt;br /&gt;
A player&#039;s [[fighting style]] will grant additional fighting skills to players. &lt;br /&gt;
*They cannot miss, be parried, or be evaded.&lt;br /&gt;
*Players do not need to be in [[Spirit Stance]] to use these skills though this does boost their damage.&lt;br /&gt;
**If they are used while Spirit Stance is activated, the cost for Spirit Stance will be deducted before the skill is used. Thus, the skill will fail if the player doesn&#039;t have at least 10% Overcharge past the skill&#039;s cost.&lt;br /&gt;
*Using skills will drain [[Overcharge]] according to the table below. Additional Overcharge won&#039;t give any bonus towards the inflicted damage.&lt;br /&gt;
*All skills have a cooldown time before they can be used again.&lt;br /&gt;
*New skills are unlocked with higher [[Proficiencies]]. For Niten Ichiryu, the smaller of dual-wield and two-handed proficiencies is used for this calculation.&lt;br /&gt;
*These skills use the player&#039;s current mainhand [[Weapons|weapon]]&#039;s element / damage type unless otherwise stated.&lt;br /&gt;
*Skills can be chained. Players need to use lower-tier skills in order to activate higher-tier skills. This lasts for 5 turns each.&lt;br /&gt;
**[[Image:chain1.png]] = Tier 2 unlocked&lt;br /&gt;
**[[Image:chain2.png]] = Tier 3 unlocked&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style&lt;br /&gt;
!Skill (Tier)&lt;br /&gt;
!Cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!width=60px|[[Proficiency|Prof.]] Required&lt;br /&gt;
!Description / Status Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
!Shield Bash (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |25&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &lt;br /&gt;
*Does NOT require a [[Shield_(Equipment)|shield]].&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Does crushing damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vital Strike (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|&lt;br /&gt;
*Causes 5 stacks of [[Equipment_Procs|Bleeding Wound]] (Bleeding % = 50%) to a stunned enemy for 5 turns.&lt;br /&gt;
*Deals extra damage to a stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Merciful Blow (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Finish off a mortally wounded enemy.&lt;br /&gt;
*Instantly kills a bleeding target with less than 25% health.&lt;br /&gt;
**A target with more than 25% health simply takes damage.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
!Iris Strike (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&lt;br /&gt;
*Causes [[Spells#Deprecating_Magic|Blind]] for 100 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Backstab (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Ponies do it from behind.&lt;br /&gt;
*Deals extra damage on Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict a Poison effect on Blinded targets for 15 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Frenzied Blows (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Go nuts.&lt;br /&gt;
*Hits up to 5? adjacent enemies for a total of 10-20 hits (depends on the number of enemies).&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[Fighting_Styles#Two-Handed|2-Handed Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
!Great Cleave (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Focus a powerful strike on a single enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Blow (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Tears through enemy defenses, leaving them vulnerable for followup attacks. &lt;br /&gt;
*Inflicts 3 stacks of Penetrated Armor on all targets.&lt;br /&gt;
|-&lt;br /&gt;
!Shatter Strike (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|A mighty swing with your weapon causes your enemies to stagger.&lt;br /&gt;
*Inflicts Stunned on all targets if chained of off Rending Blow.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
!Skyward Sword&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Channels the power of the heavens for a powerful strike that causes massive carnage.&lt;br /&gt;
*Inflicts both 3 stacks of Penetrated Armor (reduced to 25% mitigation) and 5 stacks of Bleeding Wound (Bleeding % = 20%) up to 5 targets.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
!Concussive Strike&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |0&lt;br /&gt;
|Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&lt;br /&gt;
*Causes Stunned for 5 turns. Will not refresh an existing stun.&lt;br /&gt;
*Does magical damage, not physical.&lt;br /&gt;
*Can proc [[Fighting_Styles#Staff|Coalesced Mana]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Skills==&lt;br /&gt;
Skills that have special requirements to unlock.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost !! Cooldown !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
!Orbital Friendship Cannon&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |200&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Massive AoE damage to all enemies on the battlefield.&lt;br /&gt;
*Hits up to 10 targets.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different [[collectables]].&lt;br /&gt;
*Damage can be greatly increased via the Manehattan Project [[Hath Perk]].&lt;br /&gt;
|-&lt;br /&gt;
!FUS RO DAH&lt;br /&gt;
&#039;&#039;(The Power of the Dragonborn)&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|Damages and temporarily staggers all enemies on the battlefield.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;lt;!-- Overcharge for damage calculations is the Overcharge before skill use (otherwise a skill that used all OC would do 0 damage). --&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier * Overcharge * 0.02&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Skill Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;1H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash || 1&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || 2.5, 5 if stunned&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || 5? if Monster HP &amp;gt; 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;2H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Great Cleave || 2.5?&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || 1?&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Dual Wield&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iris Strike || 1.5?&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || 2.5?, 5? if blinded&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Niten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skyward Sword || 1?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Concussive Strike || 1.5?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Orbital Friendship Cannon || 5?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Overcharge]]&lt;br /&gt;
*[[Spells]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31567</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=31567"/>
		<updated>2015-01-08T03:46:00Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Critical Strike Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Proc chances from fighting styles are capped, values can be found [[Fighting_Styles|here]].&lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%, which occurs at 2x level.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them, provided they have the correct [[Abilities|abilities]] assigned.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2)) * Max(1 - (Max([[Burden]] - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2)) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]]. &lt;br /&gt;
* This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]]. &lt;br /&gt;
*This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Proficiencies&amp;diff=31549</id>
		<title>Proficiencies</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Proficiencies&amp;diff=31549"/>
		<updated>2015-01-05T11:50:13Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Equipment Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Equipment]] Proficiencies==&lt;br /&gt;
Weapon proficiencies increase the chances of the special procs for a player&#039;s active [[Fighting Styles|Fighting Style]]. They also grant additional [[Skills#Fighting Skills|fighting skills]].&lt;br /&gt;
&lt;br /&gt;
The following effects are &#039;&#039;&#039;per 1 point&#039;&#039;&#039; in their respective proficiency. Each bonus requires the related [[ability]] to be slotted as well as the player only wearing the matching equipment.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;health points, magic points, accuracy, spell cast speed and damage,&#039;&#039;&#039; the values are simply added on to the character sheet. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, there is a single proficiency bonus that is multiplied on. See the [[attributes#Derived_Attributes|attributes]] page for the appropriate formula.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
===[[Weapon]]===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====One-Handed====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 2 / 3 / 4&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Block Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Two-Handed====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 2 / 2.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Parry Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Dual-Wielding====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 3 / 4 / 5&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Critical Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====Niten Ichiryuu====&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| (&#039;&#039;See Two-Handed and Dual-Wielding&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Staff====&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Damage || 0.2 / 0.4 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 3&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Cloth====&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Accuracy || 0.05%&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Casting Speed || 0.015% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Magic Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Light====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.05%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Attack Speed || 0.015% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Health &amp;amp; Magic Points || HP: 0.025% / 0.035% / 0.045% / 0.055% / 0.065% / 0.07% / 0.075% &amp;lt;br&amp;gt;MP: 0.02% / 0.025% / 0.03% / 0.035% / 0.04% / 0.045% / 0.05%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Heavy====&lt;br /&gt;
|-&lt;br /&gt;
| +Crushing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Piercing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Slashing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Health Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gaining [[Equipment]] Proficiencies===&lt;br /&gt;
For [[Armor]]:&lt;br /&gt;
*When a player is attacked (even if they evade/block/parry/absorb/resist, or if the monster misses), an occupied armor slot is randomly chosen for the chance at a proficiency gain.&lt;br /&gt;
*When a player blocks an attack with a [[shield]], they have an increased chance of gaining One-Handed proficiency.&lt;br /&gt;
&lt;br /&gt;
For [[Weapons]]:&lt;br /&gt;
*When a player attacks an enemy (even if the monster evades), there is a chance that they will gain proficiency with their active fighting style.&lt;br /&gt;
**Players using the [[Fighting Styles#Niten Ichiryu|Niten Ichiryu]] fighting style do not gain proficiency in either [[Fighting Styles#Two-Handed|Two-Handed]] or [[Fighting Styles#Dual Wielding|Dual Wielding]] proficiency even though both are used to determine [[equipment]] stats and fighting style procs.&lt;br /&gt;
&lt;br /&gt;
==[[Spells|Magic]] Proficiencies==&lt;br /&gt;
===Effects===&lt;br /&gt;
Magic proficiencies:&lt;br /&gt;
*Lower the cast time and mana cost of spells by up to 25% (based on spell).&lt;br /&gt;
*Increase the duration of sustained spells (beyond the effects of [[abilities]]).&lt;br /&gt;
**This includes the duration of [[Spells#Status_Effects|status effects]].&lt;br /&gt;
**Base durations can be found on the [[Spells]] page.&lt;br /&gt;
**Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).&lt;br /&gt;
*Increase a player&#039;s [[Damage#Countering|counter-resist]] and grants a [[Damage#Monsters|specific element mitigation reduction]] with spells of that type.&lt;br /&gt;
**When a player casts a spell their proficiency is compared to the [[Monster_Lab#Monster_Stats_.26_Power_Level|power level]] of the effected monsters to grant a counter-resist bonus of up to 50% and a specific mitigation reduction of up to 50 points for the spell&#039;s element.&lt;br /&gt;
***The proficiency factor used on specific mitigation is scaled exponentially to the power of 1.5.&lt;br /&gt;
&lt;br /&gt;
===Gaining Magic Proficiencies===&lt;br /&gt;
Magic proficiency increases when casting a spell of the specific type even if it misses/is resisted. The chance of gaining proficiency when using a spell is directly tied to the cost of the spell compared to the player&#039;s base magic points. Spells auto-casted via [[Innate Arcana]] can give an increase each turn that they are kept active.&lt;br /&gt;
&lt;br /&gt;
*Elemental Proficiency can be increased by casting any [[Fire]], [[Cold]], [[Elec]], or [[Wind]] spells.&lt;br /&gt;
*Divine Proficiency can be increased by casting any [[Holy]] spells.&lt;br /&gt;
*Forbidden Proficiency can be increased by casting any [[Dark]] spells.&lt;br /&gt;
*Deprecating Proficiency can be increased by casting any negative status effect spell (e.g. [[Spells#Deprecating Magic|Weaken]]).&lt;br /&gt;
*Supportive Proficiency can be increased by casting any positive status spell (e.g. [[Spells#Supportive Magic|Haste]]) or any health-restoring spell (e.g. [[Spells#Curative Magic|Regen]]).&lt;br /&gt;
&lt;br /&gt;
Magic proficiencies can also be gained by purchasing certain [[Hath Perks]]. Each perk grants a 10% bonus to the base proficiency of the respective type of proficiency.&lt;br /&gt;
&lt;br /&gt;
==Gains==&lt;br /&gt;
*The rate at which proficiency is gained can be increased via Assimilator [[training]] at +10% per rank trained, up to a maximum of double the normal rate.&lt;br /&gt;
*The chance for a proficiency gain decreases as the proficiency approaches the cap. The amount of gain however, is always chosen at random to be 0.01, 0.02, or 0.03.&lt;br /&gt;
*The chance of gaining proficiency when using a [[spell]] is directly tied to the cost of the spell compared to the player&#039;s base magic points.&lt;br /&gt;
*Proficiencies cannot be gained during the turn the [[Skills#Universal_Skills|Defend or Focus commands]] are used or when a player otherwise [[HentaiVerse Bugs &amp;amp; Errors|skips]] a turn.&lt;br /&gt;
&lt;br /&gt;
==Effective Proficiency==&lt;br /&gt;
*&#039;&#039;&#039;Effective proficiency&#039;&#039;&#039; can be seen on the right-side scroll section of the [[Character_Menu|character page]].&lt;br /&gt;
*Base proficiencies are capped at a player&#039;s current [[level]]. However, bonus proficiency points on [[equipment]], or through certain [[Hath Perks]], allow players to exceed their cap.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Fighting Styles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Proficiencies&amp;diff=31544</id>
		<title>Proficiencies</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Proficiencies&amp;diff=31544"/>
		<updated>2015-01-04T04:21:14Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Equipment]] Proficiencies==&lt;br /&gt;
Weapon proficiencies increase the chances of the special procs for a player&#039;s active [[Fighting Styles|Fighting Style]]. They also grant additional [[Skills#Fighting Skills|fighting skills]].&lt;br /&gt;
&lt;br /&gt;
The following effects are &#039;&#039;&#039;per 1 point&#039;&#039;&#039; in their respective proficiency. Each bonus requires the related [[ability]] to be slotted as well as the player only wearing the matching equipment.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;health points, magic points, accuracy, spell cast speed and Damage,&#039;&#039;&#039; the values are simply added on to the character sheet. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, there is a single proficiency bonus that is multiplied on. See the [[attributes#Derived_Attributes|attributes]] page for the exact formula.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
===[[Weapon]]===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====One-Handed====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 2 / 3 / 4&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Block Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Two-Handed====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 2 / 2.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Parry Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Dual-Wielding====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 3 / 4 / 5&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Critical Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====Niten Ichiryuu====&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| (&#039;&#039;See Two-Handed and Dual-Wielding&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Staff====&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Damage || 0.2 / 0.4 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 3&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Cloth====&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Accuracy || 0.05%&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Casting Speed || 0.015% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Magic Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Light====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.05%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Attack Speed || 0.015% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Health &amp;amp; Magic Points || HP: 0.025% / 0.035% / 0.045% / 0.055% / 0.065% / 0.07% / 0.075% &amp;lt;br&amp;gt;MP: 0.02% / 0.025% / 0.03% / 0.035% / 0.04% / 0.045% / 0.05%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Heavy====&lt;br /&gt;
|-&lt;br /&gt;
| +Crushing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Piercing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Slashing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Health Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gaining [[Equipment]] Proficiencies===&lt;br /&gt;
For [[Armor]]:&lt;br /&gt;
*When a player is attacked (even if they evade/block/parry/absorb/resist, or if the monster misses), an occupied armor slot is randomly chosen for the chance at a proficiency gain.&lt;br /&gt;
*When a player blocks an attack with a [[shield]], they have an increased chance of gaining One-Handed proficiency.&lt;br /&gt;
&lt;br /&gt;
For [[Weapons]]:&lt;br /&gt;
*When a player attacks an enemy (even if the monster evades), there is a chance that they will gain proficiency with their active fighting style.&lt;br /&gt;
**Players using the [[Fighting Styles#Niten Ichiryu|Niten Ichiryu]] fighting style do not gain proficiency in either [[Fighting Styles#Two-Handed|Two-Handed]] or [[Fighting Styles#Dual Wielding|Dual Wielding]] proficiency even though both are used to determine [[equipment]] stats and fighting style procs.&lt;br /&gt;
&lt;br /&gt;
==[[Spells|Magic]] Proficiencies==&lt;br /&gt;
===Effects===&lt;br /&gt;
Magic proficiencies:&lt;br /&gt;
*Lower the cast time and mana cost of spells by up to 25% (based on spell).&lt;br /&gt;
*Increase the duration of sustained spells (beyond the effects of [[abilities]]).&lt;br /&gt;
**This includes the duration of [[Spells#Status_Effects|status effects]].&lt;br /&gt;
**Base durations can be found on the [[Spells]] page.&lt;br /&gt;
**Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).&lt;br /&gt;
*Increase a player&#039;s [[Damage#Countering|counter-resist]] and grants a [[Damage#Monsters|specific element mitigation reduction]] with spells of that type.&lt;br /&gt;
**When a player casts a spell their proficiency is compared to the [[Monster_Lab#Monster_Stats_.26_Power_Level|power level]] of the effected monsters to grant a counter-resist bonus of up to 50% and a specific mitigation reduction of up to 50 points for the spell&#039;s element.&lt;br /&gt;
***The proficiency factor used on specific mitigation is scaled exponentially to the power of 1.5.&lt;br /&gt;
&lt;br /&gt;
===Gaining Magic Proficiencies===&lt;br /&gt;
Magic proficiency increases when casting a spell of the specific type even if it misses/is resisted. The chance of gaining proficiency when using a spell is directly tied to the cost of the spell compared to the player&#039;s base magic points. Spells auto-casted via [[Innate Arcana]] can give an increase each turn that they are kept active.&lt;br /&gt;
&lt;br /&gt;
*Elemental Proficiency can be increased by casting any [[Fire]], [[Cold]], [[Elec]], or [[Wind]] spells.&lt;br /&gt;
*Divine Proficiency can be increased by casting any [[Holy]] spells.&lt;br /&gt;
*Forbidden Proficiency can be increased by casting any [[Dark]] spells.&lt;br /&gt;
*Deprecating Proficiency can be increased by casting any negative status effect spell (e.g. [[Spells#Deprecating Magic|Weaken]]).&lt;br /&gt;
*Supportive Proficiency can be increased by casting any positive status spell (e.g. [[Spells#Supportive Magic|Haste]]) or any health-restoring spell (e.g. [[Spells#Curative Magic|Regen]]).&lt;br /&gt;
&lt;br /&gt;
Magic proficiencies can also be gained by purchasing certain [[Hath Perks]]. Each perk grants a 10% bonus to the base proficiency of the respective type of proficiency.&lt;br /&gt;
&lt;br /&gt;
==Gains==&lt;br /&gt;
*The rate at which proficiency is gained can be increased via Assimilator [[training]] at +10% per rank trained, up to a maximum of double the normal rate.&lt;br /&gt;
*The chance for a proficiency gain decreases as the proficiency approaches the cap. The amount of gain however, is always chosen at random to be 0.01, 0.02, or 0.03.&lt;br /&gt;
*The chance of gaining proficiency when using a [[spell]] is directly tied to the cost of the spell compared to the player&#039;s base magic points.&lt;br /&gt;
*Proficiencies cannot be gained during the turn the [[Skills#Universal_Skills|Defend or Focus commands]] are used or when a player otherwise [[HentaiVerse Bugs &amp;amp; Errors|skips]] a turn.&lt;br /&gt;
&lt;br /&gt;
==Effective Proficiency==&lt;br /&gt;
*&#039;&#039;&#039;Effective proficiency&#039;&#039;&#039; can be seen on the right-side scroll section of the [[Character_Menu|character page]].&lt;br /&gt;
*Base proficiencies are capped at a player&#039;s current [[level]]. However, bonus proficiency points on [[equipment]], or through certain [[Hath Perks]], allow players to exceed their cap.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Fighting Styles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Training&amp;diff=31448</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Training&amp;diff=31448"/>
		<updated>2014-12-19T03:06:28Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training is a feature where [[credits]] are spent on skills that affect the player, mainly in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
*Players can only train one skill at a time.&lt;br /&gt;
*Skill training can be aborted, in which case the whole cost will be refunded.&lt;br /&gt;
**Once a training is complete it cannot be undone or refunded.&lt;br /&gt;
*Players can continue to take other actions including [[combat]] after initiating training.&lt;br /&gt;
*If a player leaves the training screen before training is completed they will have to revisit it after the training has finished in order to receive the bonus.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
!Time&lt;br /&gt;
!Levels&lt;br /&gt;
!Initial Cost&lt;br /&gt;
!Final Cost&lt;br /&gt;
!Total Cost&lt;br /&gt;
|-&lt;br /&gt;
!Misc Posting&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Raises the [[Gallery_Categories#Limits|limit for posting &amp;quot;Misc&amp;quot; galleries]] by 25.&lt;br /&gt;
|1H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|763,270&lt;br /&gt;
|3,231,340?&lt;br /&gt;
|-&lt;br /&gt;
!Adept Learner&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Boosts [[EXP]] gains by 1%.&lt;br /&gt;
|1H&lt;br /&gt;
|300&lt;br /&gt;
|100&lt;br /&gt;
|49,999&lt;br /&gt;
|5,126,661&lt;br /&gt;
|-&lt;br /&gt;
!Assimilator&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the chance to gain [[proficiency]] by 10%.&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|50,000&lt;br /&gt;
|1,000,000&lt;br /&gt;
|4,403,900&lt;br /&gt;
|-&lt;br /&gt;
!Ability Boost&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Awards an additional [[Ability Point]].&lt;br /&gt;
|2H&lt;br /&gt;
|500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|100&lt;br /&gt;
|999,999&lt;br /&gt;
|109,521,469&lt;br /&gt;
|-&lt;br /&gt;
!Manifest Destiny&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Awards an additional [[Mastery Point]].&lt;br /&gt;
|24H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|1,000,000&lt;br /&gt;
|10,000,000&lt;br /&gt;
|55,000,000&lt;br /&gt;
|-&lt;br /&gt;
!Scavenger&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases base loot [[drop chance]] by 0.5%.&lt;br /&gt;
|4H&lt;br /&gt;
|50&lt;br /&gt;
|500&lt;br /&gt;
|2,000,000&lt;br /&gt;
|17,484,001&lt;br /&gt;
|-&lt;br /&gt;
![[#Luck_of_the_Draw|Luck of the Draw]]&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases loot quality bonus from battle drops by &#039;&#039;a small amount&#039;&#039;.&lt;br /&gt;
|8H&lt;br /&gt;
|25&lt;br /&gt;
|2,000&lt;br /&gt;
|4,000,000&lt;br /&gt;
|18,371,540&lt;br /&gt;
|-&lt;br /&gt;
!Quartermaster&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases base [[equipment]] [[drop chance]] by 5%.&lt;br /&gt;
|12H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|5,000,000&lt;br /&gt;
|20,275,728&lt;br /&gt;
|-&lt;br /&gt;
!Archaeologist&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases base [[artifact]] [[drop chance]] by 10%.&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|25,000&lt;br /&gt;
|7,999,999&lt;br /&gt;
|19,268,648&lt;br /&gt;
|-&lt;br /&gt;
!Culinarian&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Slows monster [[hunger]] drain by 5%?&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|1,250,000&lt;br /&gt;
|???&lt;br /&gt;
|137,500,000 (?)&lt;br /&gt;
|-&lt;br /&gt;
!Gentleman&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Slows monster [[morale]] drain by 5%?&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|2,500,000&lt;br /&gt;
|25,000,000&lt;br /&gt;
|137,500,000&lt;br /&gt;
|-&lt;br /&gt;
!And A Scholar&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of [[Battle Inventory]] slots for [[scrolls]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|5&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|30,000&lt;br /&gt;
|70,000&lt;br /&gt;
|250,000&lt;br /&gt;
|-&lt;br /&gt;
!Tincture&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of [[Battle Inventory]] slots for [[infusions]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|5&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|30,000&lt;br /&gt;
|70,000&lt;br /&gt;
|250,000&lt;br /&gt;
|-&lt;br /&gt;
!Pack Rat&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of [[Battle Inventory]] slots for [[items]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|10,000&lt;br /&gt;
|100,000&lt;br /&gt;
|540,000&lt;br /&gt;
|-&lt;br /&gt;
!Set Collector&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of [[equipment]] sets available by 1.&lt;br /&gt;
|12H&lt;br /&gt;
|4&lt;br /&gt;
|12,500&lt;br /&gt;
|50,000&lt;br /&gt;
|125,000&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Totals&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| 2,968H&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| 528,848,287 (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Cannot be trained beyond the player&#039;s [[level]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Cannot be training beyond (the player&#039;s level / 50).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Cannot be training beyond (the player&#039;s level / 20).&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
The credit cost of any training can be calculated as:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cost&#039;&#039;&#039; = round[(base_cost + level_cost * N) ^ (1 + exponent * N)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
*base_cost = The initial base cost of the training item&lt;br /&gt;
*level_cost = The cost to go up from level N to level N+1&lt;br /&gt;
*N = The current level trained&lt;br /&gt;
*exponent = The exponential value used to create a dynamic cost curve&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Level Cost&lt;br /&gt;
!Exponent&lt;br /&gt;
|-&lt;br /&gt;
|Misc Posting || 5,000 || 100 || 0.0280232009&lt;br /&gt;
|-&lt;br /&gt;
|Adept Learner || 100 || 50 || 0.000417446&lt;br /&gt;
|-&lt;br /&gt;
|Assimilator || 50,000 || 50,000 || 0.0058690916&lt;br /&gt;
|-&lt;br /&gt;
|Ability Boost || 100 || 100 || 0.0005548607&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Destiny || 1,000,000 || 1,000,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger || 500 || 500 || 0.0088310825&lt;br /&gt;
|-&lt;br /&gt;
|Luck of the Draw || 2,000 || 2,000 || 0.0168750623&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster || 5,000 || 5,000 || 0.017883894&lt;br /&gt;
|-&lt;br /&gt;
|Archaeologist || 25,000 || 25,000 || 0.030981982&lt;br /&gt;
|-&lt;br /&gt;
|Culinarian || 1,250,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Gentleman || 2,500,000 || 2,500,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|And A Scholar || 30,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tincture || 30,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Pack Rat || 10,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Set Collector || 12,500 || 12,500 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Luck of the Draw==&lt;br /&gt;
Modifies Loot Quality Bonus (LQB).&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=116382&amp;amp;view=findpost&amp;amp;p=2497184]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does &#039;&#039;&#039;NOT&#039;&#039;&#039; affect the [[Shrine]], tiers, or [[Equipment Suffixes]]. It only affect drops from battle&#039;s [[quality]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Loot Factors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Loot Factors for [[Equipment]]===&lt;br /&gt;
#The system randomly rolls a value between 200*x and 200.&lt;br /&gt;
#*x is determined by various quality modifiers, and is a number between 0 and 0.75.&lt;br /&gt;
#Exponential function translates the value in step 1 into value q between 0 and 1.&lt;br /&gt;
#*This value q also determines the base quality score.&lt;br /&gt;
#q is multiplied by stat variance and adds to base minimum stats.&lt;br /&gt;
&lt;br /&gt;
===Quality Modifiers===&lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
*Luck of the Draw Training&lt;br /&gt;
*[[Battle Modes]]&lt;br /&gt;
**[[Random Encounter]]: A static Round Bonus.&lt;br /&gt;
**[[Grindfest]] / [[Item World]]: A variable Round Bonus starts low and increases with each round played, maxing out at round 100.&lt;br /&gt;
**[[Arena]]: A static Arena Bonus is given based on the arena level.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Loot Drop Rolls]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Physical_Damage&amp;diff=31016</id>
		<title>Physical Damage</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Physical_Damage&amp;diff=31016"/>
		<updated>2014-10-14T15:31:52Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The physical damage formula for normal player attacks is estimated to be: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Damage&#039;&#039;&#039; = (base_weapon_damage + attack_damage_bonus + prof_bonus + stat_bonus) * (1 + hath_bonus) * (1 + crit_mod) * (1 + heartseeker_bonus) * (1 + spirit_stance_bonus)) * (defense_mit)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Factor&lt;br /&gt;
!Description&lt;br /&gt;
!Formula&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;base_weapon_damage&#039;&#039;&#039; || The damage written on the equipped [[weapons]], offhand weapon&#039;s damage while dual wielding is halved|| &#039;&#039;See equipped weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;attack_damage_bonus&#039;&#039;&#039; || Bonus damage from certain [[armor]]s such as Shade and Power || &#039;&#039;See equipped armor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;stat_bonus&#039;&#039;&#039; || Bonus damage from stats, approximately 2 per STR and 1 per DEX, less at higher levels || log(3330 + STR * 2 + DEX , 1.0003) - 27039.81&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;hath_bonus&#039;&#039;&#039; || The &amp;quot;Dæmon Duality&amp;quot; group of [[Hath Perks]] || +10 to 30%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;prof_bonus&#039;&#039;&#039; || Weapon [[proficiency]] || (See [[Proficiencies#Weapons|Proficiencies - Weapons]])&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;crit_mod&#039;&#039;&#039; || Bonus for critical hits || +50%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;spirit_stance_bonus&#039;&#039;&#039; || Bonus if [[Spirit Stance]] is active || +100%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;defense_mit&#039;&#039;&#039; || Mitigation for the damage type in question || &#039;&#039;Varies&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Not Taken Into Account==&lt;br /&gt;
*[[Infusions]] / Elemental Weapons&lt;br /&gt;
*[[Items]] such as Flower Vase&lt;br /&gt;
*Offhand damage&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30826</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30826"/>
		<updated>2014-09-13T10:47:37Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. Acronyms that are used consistently across the Hentaiverse and the Forums can be found [[Acronyms|here]]. For extra help, [http://forums.e-hentai.org/index.php?showtopic=22234 ask the Experts].&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, &#039;&#039;very useful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage, currently bugged and does nothing&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Uses primarily damage and evasion to avoid damage&lt;br /&gt;
**Expensive to be powerful&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Philosophy===&lt;br /&gt;
*Efficiency and enduring attacks&lt;br /&gt;
**Uses high defenses in combined with regen spell to survive most attacks&lt;br /&gt;
**Uses either Block or Evade as a primary defense.&lt;br /&gt;
**Unlike other games, all melee builds are battle mages in that you need to constantly keep yourself buffed up.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Light Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Heavy Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*1H Rapier of Slaughter, Force Shield with High Block chance.&lt;br /&gt;
*[[Ethereal]] versions of Weapons are preferable at higher levels.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]!), thus making them relatively cost effective.&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30825</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30825"/>
		<updated>2014-09-13T10:42:34Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Melee Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, &#039;&#039;very useful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage, currently bugged and does nothing&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Uses primarily damage and evasion to avoid damage&lt;br /&gt;
**Expensive to be powerful&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Philosophy===&lt;br /&gt;
*Efficiency and enduring attacks&lt;br /&gt;
**Uses high defenses in combined with regen spell to survive most attacks&lt;br /&gt;
**Uses either Block or Evade as a primary defense.&lt;br /&gt;
**Unlike other games, all melee builds are battle mages in that you need to constantly keep yourself buffed up.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Light Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Heavy Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*1H Rapier of Slaughter, Force Shield with High Block chance.&lt;br /&gt;
*[[Ethereal]] versions of Weapons are preferable at higher levels.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]!), thus making them relatively cost effective.&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30824</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30824"/>
		<updated>2014-09-13T10:32:25Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Mage Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, &#039;&#039;very useful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage, currently bugged and does nothing&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Uses primarily damage and evasion to avoid damage&lt;br /&gt;
**Expensive to be powerful&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
**[[Ethereal]] versions of the above are preferred at higher levels.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*Use [[infusion]]s on the weapon(s) if you have sufficient resources to do so.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]!), thus making them relatively cost effective.&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30823</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30823"/>
		<updated>2014-09-13T10:28:08Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, &#039;&#039;very useful&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage, currently bugged and does nothing&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Phase gear of the element you use, with a [[prefix]] if you can get it.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
**[[Ethereal]] versions of the above are preferred at higher levels.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*Use [[infusion]]s on the weapon(s) if you have sufficient resources to do so.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]!), thus making them relatively cost effective.&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30822</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30822"/>
		<updated>2014-09-13T10:27:58Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Regardless of Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, &#039;&#039;&#039;very useful&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage, currently bugged and does nothing&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Phase gear of the element you use, with a [[prefix]] if you can get it.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
**[[Ethereal]] versions of the above are preferred at higher levels.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*Use [[infusion]]s on the weapon(s) if you have sufficient resources to do so.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]!), thus making them relatively cost effective.&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30821</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30821"/>
		<updated>2014-09-13T10:25:58Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* The Forge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, very useful&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Phase gear of the element you use, with a [[prefix]] if you can get it.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
**[[Ethereal]] versions of the above are preferred at higher levels.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*Use [[infusion]]s on the weapon(s) if you have sufficient resources to do so.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]!), thus making them relatively cost effective.&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30820</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30820"/>
		<updated>2014-09-13T10:22:11Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Crystal Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, very useful&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Phase gear of the element you use, with a [[prefix]] if you can get it.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
**[[Ethereal]] versions of the above are preferred at higher levels.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*Use [[infusion]]s on the weapon(s) if you have sufficient resources to do so.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds. Highly recommended after you pass round 200 in [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30819</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=30819"/>
		<updated>2014-09-13T10:20:28Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Monster Lab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice.&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[equipment]]&#039;s link, mouse over it and press &#039;c&#039;.&#039;&#039;&#039;&lt;br /&gt;
*Make sure your Caps Lock is off and enable popups for your browser.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Mage|Mages]]&#039;&#039;&#039;: [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be &amp;quot;of the Elementalist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[#Melee|Melees]]&#039;&#039;&#039;: [[Weapon]] should be &amp;quot;of Balance&amp;quot; if you have problems with accuracy. You can use &amp;quot;of Slaughter&amp;quot; on main hand if you&#039;re using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.&lt;br /&gt;
&lt;br /&gt;
===Picking Your Role===&lt;br /&gt;
(See [[Play Styles]] and [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally not recommended to pursue both paths before lv.250 as you don&#039;t have sufficient [[ability]] points to cover both sets of abilities.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use Cloth armor and Staffs only.&lt;br /&gt;
*Can cast [[spells]] of every [[damage type]] except [[Void]].&lt;br /&gt;
*Can cast AoE spells which can hit multiple monsters on the field.&lt;br /&gt;
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].&lt;br /&gt;
*Do not need to deal with [[interference]] and very little [[burden]].&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Medium mitigation, [[burden]] and [[interference]].&lt;br /&gt;
*Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
*Highest mitigation but also the most [[burden]] and [[interference]].&lt;br /&gt;
*Has a variant which increases attack damage (Power armor).&lt;br /&gt;
&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use [[shields]] for extra block chance but have to deal with more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes give increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.&lt;br /&gt;
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
*The final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Domino Strike has the chance to hit multiple targets.&lt;br /&gt;
**Easiest style to apply procs on multiple monsters.&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.&lt;br /&gt;
*Have partial benefits from 2H and DW.&lt;br /&gt;
**Domino Strike limited to 5 monsters.&lt;br /&gt;
**Offhand damage but no parry bonus.&lt;br /&gt;
*For very new players (below lv.100) or advanced (above lv.300) players only.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==Free [[Equipment]]==&lt;br /&gt;
Newer players who are having trouble getting good gear can request some from the [http://forums.e-hentai.org/index.php?showtopic=163637 Shared Free Shop] so long as they respect the shop&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Can cast more frequently and better healing&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Further action speed increase, very useful&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Depends on item usage; mana are the most recommended type of potion to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast spell, still a long cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak spell&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet spell becomes available&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both spells are not highly useful even when they break less often&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells&lt;br /&gt;
**Oak if you primarily use [[holy]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Phase gear of the element you use, with a [[prefix]] if you can get it.&lt;br /&gt;
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].&lt;br /&gt;
*EDB &amp;gt; PAB = Evade, generally speaking.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Low&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low-Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || High&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy/Dark Builds&#039;&#039;&#039;: Spirit Theft, Dark Imperil, Holy Imperil.&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*2H: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
**[[Ethereal]] versions of the above are preferred at higher levels.&lt;br /&gt;
*DW: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix (high weapon damage) for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix (high parry chance/accuracy) for offhand weapon.&lt;br /&gt;
*Use [[infusion]]s on the weapon(s) if you have sufficient resources to do so.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*For light melee Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear, with the &amp;quot;Agile&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
*For heavy melee Plate and Power armor, preferably with &amp;quot;of Protection&amp;quot;, &amp;quot;of Barrier&amp;quot;, &amp;quot;of Balance&amp;quot; or &amp;quot;of Slaughter&amp;quot; suffix and with the &amp;quot;Mithril&amp;quot; [[prefix]] if you can get it.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before level 200 to ensure the attacks won&#039;t miss.&lt;br /&gt;
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]])&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI, light armor players should use more.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level || Mid-high&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level ± a bit || Mid-low&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
When you progress in level, you&#039;ll start facing monsters of increased Power Level, mostly above PL 400 (thus with powerful spirit attacks). As a result, most of the fights will be significantly more difficult. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]).&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.&lt;br /&gt;
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Club, Axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so proc will appear more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs (Katalox)&lt;br /&gt;
#* High EDB for Phases&lt;br /&gt;
#* High evade/ADB for Shade, high crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for Kevlar, Plate, and Power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor&lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage build.&lt;br /&gt;
#** STR/END/DEX for melee build.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your potions. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Heroic) for [[Character_Menu#Battle_Items|recovering in combat]].&lt;br /&gt;
**If you&#039;re not so good at keep tracking on your HP, try to put 1 health potion into your item slot and use that in emergency.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&amp;amp;T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses. Consider TT&amp;amp;T only if you are capable of beating it at the highest difficulty and have excessive tokens.&lt;br /&gt;
**[[Tokens]] drop primarily from [[arena]] clears and the drop rate is not affected by [[difficulty]].&lt;br /&gt;
*If [[trophies]] are your target, clear through higher-level (225+) [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] are not affected by [[difficulty]] setting.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair [[PL]] (200+) before making any others. If you have enough [[crystals]] and [[food]] coming in then feel free to make more.&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Remember that all chaos upgrades slow a monster&#039;s [[morale]] drain rate.&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in over 3 days will not lose morale until they give you one.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]].&lt;br /&gt;
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
&lt;br /&gt;
===Tank/Regeneration===&lt;br /&gt;
Resplendent Regeneration  -&amp;gt; Effluent Ether  -&amp;gt; Vigorous Vitality -&amp;gt; Suffusive Spirit&lt;br /&gt;
&lt;br /&gt;
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any pots used would still recover the same amount.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
Plausible if you play tons of rounds.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
Common selection:&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you&#039;re playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and it is triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence. If you don&#039;t have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.&lt;br /&gt;
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.&lt;br /&gt;
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually don&#039;t need to be ground as much unless you are power-leveling. &lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
*&#039;&#039;&#039;Armors&#039;&#039;&#039; - Same as above but on Normal [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.&lt;br /&gt;
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down. &lt;br /&gt;
**&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Cure. Protection is also viable.&lt;br /&gt;
**&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken.&lt;br /&gt;
**&#039;&#039;&#039;Elemental&#039;&#039;&#039; - Spam any elemental tier 1 spells.&lt;br /&gt;
**&#039;&#039;&#039;Divine&#039;&#039;&#039; - Spam Smite.&lt;br /&gt;
**&#039;&#039;&#039;Forbidden&#039;&#039;&#039; - Spam Corruption.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[equipment]] or sell them any time you want, there is no real point in hoarding them.&lt;br /&gt;
*No trophy should be sold to the [[bazaar]]; what lower trophies become from shrining will almost always be worth more than what the bazaar will give you and higher trophies can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.&lt;br /&gt;
*Train 2-4 ranks of Assimilator if you are power-leveling. If you&#039;ve reached the proficiency cap in anything then don&#039;t train it further.&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Misc Posting does nothing for HV.&lt;br /&gt;
*Set Collector isn&#039;t useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*Do NOT spend bindings on upgrades it unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common equipment only if its bazaar sale value is worse than the possible material would be.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30535</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30535"/>
		<updated>2014-08-27T09:33:32Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Critical Strike Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2))) * Max(1 - (Max([[Burden]] - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30534</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30534"/>
		<updated>2014-08-27T06:01:06Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Critical Strike Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
Base critical strike chance is 5%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - equipment_bonus) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2)) * (1 -  Min((Max(([[Burden]] - 70),0) * 0.02)^1.5, 1)))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - equipment_bonus) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2)) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30533</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30533"/>
		<updated>2014-08-27T05:12:10Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Critical Strike Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
Base critical strike chance is 5%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - equipment_bonus) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2)) * (1 -  Min((Max((D6 - 70),0) * 0.02)^1.5, 1)))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - 0.95 * (1 - equipment_bonus) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2)) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stamina&amp;diff=30316</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stamina&amp;diff=30316"/>
		<updated>2014-08-01T17:37:29Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is primarily an anti-cheating mechanism, but is also used to add a &amp;quot;Rested&amp;quot; [[EXP]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Stamina is displayed at the bottom of the left sidebar as a number from 1-99. The number ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;85%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stamina&lt;br /&gt;
!Status&lt;br /&gt;
!Icon&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|80-99 ||align=&amp;quot;center&amp;quot;|Great || [[Image:sticon4.gif]] || +100% [[EXP]]&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-79 ||align=&amp;quot;center&amp;quot;|Normal || [[Image:sticon3.gif]] || No bonuses or penalties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;10 ||align=&amp;quot;center&amp;quot;|Exhausted || [[Image:sticon1.gif]] || No EXP, [[credit]], [[proficiency|proficiency gains]], [[Item_World#Item_Potency|potency gains]], or drops from monsters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &amp;quot;Great&amp;quot; status [[EXP]] bonus is applied separately from everything else, so regardless what other bonuses a player has, they will gain twice as much.&lt;br /&gt;
&lt;br /&gt;
==Stamina Usage==&lt;br /&gt;
There are two main ways that stamina is used up&lt;br /&gt;
&lt;br /&gt;
It is consumed at the end of every [[battle]] round at the following rates:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!style=&amp;quot;background:#f0f0f0;&amp;quot;|[[Battle Modes]] || colspan=&amp;quot;2&amp;quot; | Stamina per Round || colspan=&amp;quot;2&amp;quot; | Round per Stamina&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#f0f0f0;&amp;quot;|Status || Great || Normal || Great || Normal&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|All Others || 0.04 || 0.02 || 25 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Random Encounter]] || 0.04 || 0.02 || 25 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Skills|Fleeing]] or being defeated will not consume any stamina for that round.&lt;br /&gt;
&lt;br /&gt;
===RiddleMaster===&lt;br /&gt;
Failing or running out of time on a [[RiddleMaster]] puzzle will instantly consume stamina depending on how many times a player has failed in a sliding 3 day(?) window.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;background:#f0f0f0;&amp;quot;|Failure&lt;br /&gt;
!style=&amp;quot;background:#f0f0f0;&amp;quot;|Stamina Lost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|First ||align=&amp;quot;center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Second ||align=&amp;quot;center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Third ||align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Fourth ||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Fifth ||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sixth and up ||align=&amp;quot;center&amp;quot;|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recovering Stamina==&lt;br /&gt;
Stamina is restored at a base rate of 24 per day (1 per hour). Stamina regenerates while in [[battle]] but the counter will not update until the player is out of battle.&lt;br /&gt;
&lt;br /&gt;
Stamina can also be restored by 10 points using the rare [[item]] [[Item#Other_Restoratives|Energy Drink]]. These are primarily obtained from exchanging [[artifacts]] at the [[Shrine]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[RiddleMaster]]&lt;br /&gt;
*[[EXP]]&lt;br /&gt;
*[[Battles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30101</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=30101"/>
		<updated>2014-07-21T04:48:40Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Derived Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039; and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is the sum of the values on the player&#039;s current equipment. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, &#039;&#039;equipment_bonus&#039;&#039; is multiplicative, and follows the following formula: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment&#039;s bonus in percentage.&lt;br /&gt;
&lt;br /&gt;
====Base Damage====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = 5% + (1 - (1 - base) * (1 - equipment_bonus) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 70)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = 5% + (1 - (1 - base) * (1 - equipment_bonus) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cast Speed====&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=29998</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=29998"/>
		<updated>2014-07-05T10:25:58Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Derived Attributes */  Separated accuracy and crit since the formulas are completely different and have nothing in common anymore, consider doing something to the formulas containing the &amp;quot;equip_bonus&amp;quot; part as a phrase is excessively repeated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raise base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy====&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance, 200% or higher completely ignores evasion (but not parry or resist).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + WIS * 0.04%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Critical Strike Chance====&lt;br /&gt;
The equip bonus from different equipments are added &#039;&#039;multiplicatively&#039;&#039;, ie. two pieces with 10% crit chance results in 19% total chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 70)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equip_bonus]]) * (1 - [[Proficiency|prof_bonus]]?) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Fighting_Styles&amp;diff=29879</id>
		<title>Fighting Styles</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Fighting_Styles&amp;diff=29879"/>
		<updated>2014-06-20T11:44:31Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Dual Wielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any==&lt;br /&gt;
The following can randomly trigger whenever the player casts any [[spell]] that costs mana. The chance of the spell triggering depends on how much mana a spell costs compared to the player&#039;s base mana (spells cast under Channeling cannot re-trigger it):&lt;br /&gt;
*[[Image:channeling.png]] &#039;&#039;&#039;Channeling&#039;&#039;&#039;: You are channeling the mystic forces of the ever-after. Your next spell is powered up by 50%, and costs 1 MP.&lt;br /&gt;
**Direct damage and healing spells are 50% stronger.&lt;br /&gt;
**[[Spells#Deprecating_Magic|Deprecating]] and [[Spells#Supportive_Magic|supportive]] spell effects (including Regen) last 50% longer.&lt;br /&gt;
**Offensive spells will always hit their target(s).&lt;br /&gt;
**Target(s) can still partially resist direct damage spells.&lt;br /&gt;
**Lasts 5 turns (16 if triggered with a [[Items#Battle_Powerups|Mystic Gem]]).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;estimated&#039;&#039;&#039; chance to proc is:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(spell cost) / (base mana * 1.2)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unarmed==&lt;br /&gt;
Since new players begin with no [[weapon]]s, this style was designed for them to be viable fighters until they can obtain and equip one. There are no procs and no [[proficiencies]] related to this style.&lt;br /&gt;
&lt;br /&gt;
*Does Crushing damage.&lt;br /&gt;
*Has a native +10% attack accuracy.&lt;br /&gt;
&lt;br /&gt;
==One-Handed==&lt;br /&gt;
If a player is using a single one-handed weapon (possibly in combination with a [[Shield_(Equipment)|shield]]), they have the chance to proc:&lt;br /&gt;
*[[Image:overwhelming_strikes.png]] &#039;&#039;&#039;Overwhelming Strikes&#039;&#039;&#039; after hitting an enemy&lt;br /&gt;
**Increases attack damage by 15%, attack accuracy by 50%, and parry chance by 10% for 4 turns&lt;br /&gt;
**20% counter-parry chance per stack, 5 stacks at maximum (20% to ignore monster&#039;s successful parry per stack)&lt;br /&gt;
**Proc chance, in order of importance, is calculated from One-Handed [[Proficiencies|Proficiency]], Endurance, and Strength. It can be calculated with the following formula:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Overwhelming Strikes Chance&#039;&#039;&#039; = 5 + (STR + END) * 0.01 + 1H / 20&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 30%.&lt;br /&gt;
&lt;br /&gt;
Another proc that can be triggered: a &#039;&#039;&#039;Counter-Attack&#039;&#039;&#039; on an enemy whose attack has been blocked or parried.&lt;br /&gt;
*This is a normal attack with a chance to stun and cannot proc any other weapon effects. It is also affected by Overwhelming Strikes.&lt;br /&gt;
*A successful counter will add 5-10% of [[Overcharge]], but only once per turn.&lt;br /&gt;
*The number of Counter-Attacks that can be performed each turn depends on proficiency.&lt;br /&gt;
**&amp;lt;100 - one counter&lt;br /&gt;
**100-199 - two counters&lt;br /&gt;
**&amp;gt;200 - three counters&lt;br /&gt;
*Proc chance, in order of importance, is calculated from Dexterity, Strength, and One-Handed Proficiency. It can be calculated with the following formula:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Counter-Attack Chance&#039;&#039;&#039; = 25 + (STR + DEX) * 0.02 + 1H / 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 75%.&lt;br /&gt;
*Damage is capped at 75%.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
Two-Handed weapons have a chance to proc &#039;&#039;&#039;Domino Strikes&#039;&#039;&#039; on hit, which will cause splash damage to nearby enemies. When Domino Strikes procs, it will hit at least one adjacent or one off enemy, and up to two enemies in either direction (a total number of 4 enemies splashed). Splash damage does not skip over dead enemies or wraps around. Splash damage targets have an unreduced chance to be affected by standard weapon procs like Bleeding Wounds. &lt;br /&gt;
&lt;br /&gt;
*Domino Strike can reach up to 3 monsters away from the primary target at 100 proficiency (6 enemies splashed at maximum). Getting domino strike to proc on the second monster will automatically proc domino strike on the third monster.&lt;br /&gt;
*The damage of Domino Strike starts at 75%/60%/40%, increasing by one percentage point for every 10 points of proficiency, capping at 250 proficiency at 100%/85%/65%.&lt;br /&gt;
*Domino Strikes are not guaranteed hits, they can still miss. However, the next enemy in the line can still proc domino strike even if the target enemy miss. (unless it&#039;s the primary target, in which case no domino strike will proc)&lt;br /&gt;
*Domino Strikes can go around an adjacent dead monster if the player rolls a hit on a one off monster.&lt;br /&gt;
*Proc chance, in order of importance, is calculated from Two-Handed Proficiency, Strength, and Dexterity. It can be calculated with the following formula:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Domino Strike Chance&#039;&#039;&#039; = 40 + (STR + DEX) * 0.02 + 2H / 10 &amp;lt;/pre&amp;gt;&lt;br /&gt;
*Weapon drain effects (Vampire, Banshee, Illithid) and elemental strike effects can only proc on the primary target.&lt;br /&gt;
*Proc chance is capped at 90%.&lt;br /&gt;
&lt;br /&gt;
==Dual Wielding==&lt;br /&gt;
Equipping two one-handed weapons has a chance to proc an &#039;&#039;&#039;Offhand Strike&#039;&#039;&#039; on hit, which will cause an extra attack against the targeted enemy with the same damage type as the player&#039;s offhand weapon, this attack deals 50% of the player&#039;s &#039;&#039;attack base damage&#039;&#039;.&lt;br /&gt;
*Equipped offhand&#039;s attack damage bonus is reduced by 50%&lt;br /&gt;
*Attack accuracy of the offhand weapon is not added to the base accuracy, instead half the offhand weapon&#039;s accuracy is added to the &#039;&#039;Offhand Strike&#039;&#039; proc chance.&lt;br /&gt;
*The offhand weapon also gets a 50% boost to its Parry.&lt;br /&gt;
*&#039;&#039;Offhand Strike&#039;&#039; proc chance, in order of importance, is calculated from Dual Wielding Proficiency, Agility, and Dexterity. It can be calculated with the following formula:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Offhand Strike Chance&#039;&#039;&#039; = 50 + (DEX + AGI) * 0.01 + DW / 20 + Offhand_Accuracy / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 75% + half of the offhand weapon&#039;s attack accuracy, there is an upper limit of 100%.&lt;br /&gt;
*&#039;&#039;Offhand Strikes&#039;&#039; will also trigger all [[Equipment#Elemental_Strike|elemental strikes]] the offhand weapon has, with the damage taking another 50% penalty (25% of attack base damage). &lt;br /&gt;
*&#039;&#039;Offhand Strikes&#039;&#039; have the chance to proc their own weapon proc. &lt;br /&gt;
&lt;br /&gt;
Two weapons with different effect will have separate proc chance. If the two weapons have the same effect, the proc percentage numbers are combined just like accuracy. The number of turns are a weighted average with the main hand being 3 times as important as the off hand, while the bleeding damage uses the higher damage from the two weapons.&lt;br /&gt;
&lt;br /&gt;
Let X = the mainhand and Y = the offhand:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Proc Chance&#039;&#039;&#039; = 1 - (1 - X)(1 - Y)&lt;br /&gt;
&#039;&#039;&#039;Proc Duration&#039;&#039;&#039; = X * 0.75 + Y * 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://en.wikipedia.org/wiki/Niten_Ichi-ry%C5%AB Niten Ichiryu]==&lt;br /&gt;
A special Fighting Style that allows a Wakizashi to be equipped in the offhand with a Katana in the mainhand, bypassing the Katana&#039;s two-handed nature. While using Niten Ichiryu, both the Dual Wielding and Two-Handed proficiencies partially come into play.&lt;br /&gt;
&lt;br /&gt;
*Stat bonuses, bleeding wounds, and offhand strike chance work as they do with DW proficiency.&lt;br /&gt;
*Unlike DW, there is no parry bonus.&lt;br /&gt;
*The chance to proc domino strikes are the same as with Two-Handed proficiency. However, it does NOT have the bonus damage/range that being over 100 Two-Handed proficiency does.&lt;br /&gt;
*&#039;&#039;&#039;No weapon proficiencies are gained when using this style.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
The default attack, Arcane Blow, is a physical attack that utilizes the player&#039;s physical and magical damage stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow:auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Arcane Blow Damage&#039;&#039;&#039; = [[Stats#Bases|Physical Damage]] + [[Stats#Bases|Magical Damage]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player is wielding a staff, casting a [[spell]] or using [[Skills#Weapon_Skills|skill]] Concussive Strike on an enemy has a chance to proc:&lt;br /&gt;
*[[Image:coalesced_mana.png]] &#039;&#039;&#039;Coalesced Mana&#039;&#039;&#039;: Mystical energies have converged on this target. Striking it with any magic spell will consume only half the normal mana cost (stacks with [[Spirit Stance]]).&lt;br /&gt;
**Proc chance can be calculated with the following formula:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Coalesced Mana Chance&#039;&#039;&#039; = 10 + (INT + WIS) * 0.01 + Staff / 20&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 35%.&lt;br /&gt;
*Duration capped at 5 turns.&lt;br /&gt;
*If Coalesced Mana is affecting an enemy, hitting it with Arcane Blow has a chance to proc:&lt;br /&gt;
**[[Image:ether_tap.png]] &#039;&#039;&#039;Ether Tap&#039;&#039;&#039;: You are absorbing magicks from shattering the Coalesced Mana surrounding a target.&lt;br /&gt;
***Restores mana equal to 2% of the player&#039;s base MP per turn.&lt;br /&gt;
****The restoration effect can be stacked once for double amount of MP restored.&lt;br /&gt;
***Proc chance is based on the staff used.&lt;br /&gt;
***Duration capped at 4 turns.&lt;br /&gt;
***This removes the effects of Coalesced Mana from the target.&lt;br /&gt;
***A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Equipment Procs]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Play Styles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Item_World&amp;diff=29857</id>
		<title>Item World</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Item_World&amp;diff=29857"/>
		<updated>2014-06-14T09:47:39Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Potencies */  Grouped types together (alphabetical looks messy)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Item World (IW) is one of the [[battle modes]] in the [[HentaiVerse]] mini-game. Item World allows users to do battle inside any piece of [[equipment]] not equipped to their current equipment set in order to increase its latent potential.&lt;br /&gt;
&lt;br /&gt;
==Rounds==&lt;br /&gt;
An Item World has rounds based on the equipment&#039;s [[quality]]. It can be approximated by:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Number of Item World Rounds&#039;&#039;&#039; = 75 * (equip_quality)^3&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a lower cap of 10 rounds (~230 PXP) and upper cap of 100 rounds (~375 PXP). Monsters start at 100% base damage and increase by 2%? per round. The number of monsters present in each round is random but tends to rise as the round counter increases.&lt;br /&gt;
&lt;br /&gt;
==Item Potency==&lt;br /&gt;
Clearing an Item World or [[The_Forge#Upgrading|Upgrading]] a piece of equipment earns the item PXP (Potency Experience) towards increasing the potency of the [[equipment]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;PXP gain&#039;&#039;&#039; = roundup(Item round count * [[difficulty|PXP modifier]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Challenge&lt;br /&gt;
!PXP Multiplier&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Normal || x2.0&lt;br /&gt;
|-&lt;br /&gt;
|Hard || x2.8&lt;br /&gt;
|-&lt;br /&gt;
|Nighmare || x4.0&lt;br /&gt;
|-&lt;br /&gt;
|Hell || x5.6&lt;br /&gt;
|-&lt;br /&gt;
|Nintendo || x8.0&lt;br /&gt;
|-&lt;br /&gt;
|Battletoads || x11.2&lt;br /&gt;
|-&lt;br /&gt;
|IWBTH || x15.6&lt;br /&gt;
|-&lt;br /&gt;
|PFUDOR || x15.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fleeing]] or being defeated in an IW does not grant any PXP; only clearing all rounds grants PXP for the item.&#039;&#039;&#039; Players cannot gain any PXP if they are at &amp;quot;exhausted&amp;quot; [[stamina]].&lt;br /&gt;
&lt;br /&gt;
All equipment starts at Potency Level 0, and can be leveled up to Level 10, unlocking a total of ten potencies. The amount of PXP required for the next level is displayed next to the equipment potency&#039;s level and increases as the item gains in potency levels. Potency unlocks add stats to the equipment (with the exception of &#039;of focus&#039; weapons which cannot gain Economizer). Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance). These additional stats &#039;&#039;&#039;cannot&#039;&#039;&#039; be further upgraded in the [[forge]].&lt;br /&gt;
&lt;br /&gt;
Except for the Level 10 weapon unlock, there are five levels to each Potency. It is possible to get one level of each, but it is not possible to max every Potency for a given piece of gear.&lt;br /&gt;
&lt;br /&gt;
Item Potency can be reset by [[The_Forge#Reforging|reforging]] in the [[forge]]. This requires [[The_Forge#Shards|Amnesia Shards]] equal to the equipment&#039;s Item Potency level. Players can only keep all the existing potencies or forfeit all of them.&lt;br /&gt;
&lt;br /&gt;
When an equipment piece has reached max level, it no longer shows up in the Item World.&lt;br /&gt;
&lt;br /&gt;
===Formula for &amp;lt;span title=&amp;quot;Potency Experience&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;PXP&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;PXP(x) = PXP(1) * (1 + PXP(1)/1000)^(x-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that PXP(x) is the amount of PXP required to advance from level (x-1) to level x.&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required to advance from level 0 to level n is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Total PXP needed = 1000*((1+PXP(1)/1000)^n - 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potencies===&lt;br /&gt;
All potencies give roughly 2% bonus per potency level (then scaled according to player&#039;s [[level]]) except for mitigation potencies which give 4 base points. Economizer gives 5% mana conservation per level.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Class&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Addition&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Weapon]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Shield]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
!Melee !! Staff&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Coldproof || Cold || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Darkproof || Dark || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elecproof || Elec || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fireproof || Fire || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Holyproof || Holy || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Windproof || Wind || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
|Capacitor || Bonus MP || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Juggernaut || Bonus HP || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Butcher || Bonus Weapon Damage || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Fatality || Attack Crit Damage || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Overpower || Counter-Parry || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Swift Strike || Raises [[Action Speed|Attack Speed]] || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Annihilator || Spell Crit Damage || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Archmage || Bonus Magic Damage || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Economizer || Mana Conservation || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Penetrator || Counter-Resist || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Spellweaver || Cast Speed || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weapon Level 10 Only====&lt;br /&gt;
At level 10 a [[weapon]] will always get a special Potency based on what kind of weapon it is.&lt;br /&gt;
&lt;br /&gt;
Ethereal weapons will get a random &#039;&#039;&#039;[[Elemental Strike]]&#039;&#039;&#039; from the chart below.&lt;br /&gt;
*This does not turn a weapon into a true [[Equipment#Elemental_Weapons|Elemental Weapon]] (as a true elemental weapon also has Elemental Damage Bonus to boost [[spell]] damage).&lt;br /&gt;
&lt;br /&gt;
All other weapons will get &#039;&#039;&#039;Hollowforged&#039;&#039;&#039; which converts its damage type from Crushing/Slashing/Piercing to Void.&lt;br /&gt;
*Hollowforged weapons also get one additional void strike.&lt;br /&gt;
*This does not turn a weapon into a true [[Equipment#Ethereal_Weapons|Ethereal Weapon]] (it still has [[burden]]/[[interference]]).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Name&lt;br /&gt;
!Addition&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Elemental&amp;lt;br&amp;gt;Strike&lt;br /&gt;
|-&lt;br /&gt;
|Cold Strike || Adds Cold damage&lt;br /&gt;
|-&lt;br /&gt;
|Dark Strike || Adds Dark damage&lt;br /&gt;
|-&lt;br /&gt;
|Elec Strike || Adds Elec damage&lt;br /&gt;
|-&lt;br /&gt;
|Fire Strike || Adds Fire damage&lt;br /&gt;
|-&lt;br /&gt;
|Holy Strike || Adds Holy damage&lt;br /&gt;
|-&lt;br /&gt;
|Wind Strike || Adds Wind damage&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| Special || Hollowforged || Damage Type converts to [[Void]], adds Void Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[EXP]]==&lt;br /&gt;
The strength of the monsters and [[EXP]] gains depend on the [[quality]] of the item. A Magnificent item will have significantly harder mobs than a Crude one. Legendary equipment should give EXP equivalent to [[Grindfest]] at the same [[difficulty]]. The drop quality bonus is identical to the that of Grindfest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;EXP Gains in IW&#039;&#039;&#039; = Non-IW_EXP * (Base_PXP - 100) * 0.004&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[The Forge]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=29851</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=29851"/>
		<updated>2014-06-13T13:40:27Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All equipment have Condition and Durability. Condition degrades with use while Durability determines what the maximum Condition of an item is and therefore how often it needs to be repaired. [[Equipment]] degrades by a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle does not impact Condition; condition is deducted at the end of every round regardless of outcome. If a player were to average 10 monsters per round then after 1,000 rounds their equipment would lose ~100 condition. Players under [[level]] 100 will not lose Condition whilst players between levels 100 and 200 will only lose half.&lt;br /&gt;
&lt;br /&gt;
As an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% Condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]).&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible durability values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible durability values is narrower for rare gear than for common gear, with a bonus based on the equipment quality.&lt;br /&gt;
&lt;br /&gt;
Dropped gear from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
Equipment at full Condition is not listed whilst in the Repair area of the Forge.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of items required to repair an item depends on its [[quality]] and percentage-wise degradation. Equipment with high Durability need less frequent repairs and comparatively less items to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&lt;br /&gt;
&lt;br /&gt;
Amount of materials required to repair equipment:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scraps&#039;&#039;&#039; || 1 + rounddown((100 - condition%) / quality_mod)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Catalysts&#039;&#039;&#039; || 1 + rounddown((100 - condition%) / 25)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Quality&lt;br /&gt;
!Coefficient&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Superior&#039;&#039;&#039; and lower || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exquisite&#039;&#039;&#039; and  &#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Legendary&#039;&#039;&#039; and &#039;&#039;&#039;Peerless&#039;&#039;&#039; || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], drops in battles, or purchased in the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds the following factor to the base stat.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.28 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged.&lt;br /&gt;
*Most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor and Shields&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
**Shade and power armors, in particular, will require at least 50 special components to fully upgrade its physical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Cost|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Locked and equipped items cannot be salvaged.&lt;br /&gt;
&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell the equipment in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade + Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade + Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent or higher || High-Grade + Scrap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Locked or equipped items cannot be reforged.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*Any potencies that had stats further increased via Forging will become latent (inactive but still present) if the potencies are removed in this manner.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player upgrade an equipment, the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50; extra EXP is still stored after this capped is reached.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade and +40 per high-grade; giving an effective cap of 250 per upgrade.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**The amount is unaffected by the bindings used.&lt;br /&gt;
**This also gives an amount of [[potency]] EXP equal to 1/10 of the forge EXP.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&lt;br /&gt;
*Experience to reach next forge level = (Current forge level * 250) + 250&lt;br /&gt;
*Upgrade cap increases by 2% per forge level, rounded down&lt;br /&gt;
**At forge level 50 the upgrade cap will increase from 50/25 to 100/50&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=29829</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=29829"/>
		<updated>2014-06-11T14:54:32Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All equipment have Condition and Durability. Condition degrades with use while Durability determines what the maximum Condition of an item is and therefore how often it needs to be repaired. [[Equipment]] degrades by a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being defeated in battle does not impact Condition; condition is deducted at the end of every round regardless of outcome. If a player were to average 10 monsters per round then after 1,000 rounds their equipment would lose ~100 condition. Players under [[level]] 100 will not lose Condition whilst players between levels 100 and 200 will only lose half.&lt;br /&gt;
&lt;br /&gt;
As an equipment&#039;s condition drops below 50%, its effective attributes are reduced until it is repaired. This reduction increases linearly with the loss of condition, and will update mid battle. At 0% Condition, equipment provides no attributes (except burden and interference).&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible durability values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible durability values is narrower for rare gear than for common gear, with a bonus based on the equipment quality.&lt;br /&gt;
&lt;br /&gt;
Dropped gear from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
Equipment at full Condition will not be listed.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of items required to repair an item depends on its [[quality]] and percentage-wise degradation. Equipment with a high Durability need less frequent repairs and comparatively less items over time to maintain. Repairing items will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&lt;br /&gt;
&lt;br /&gt;
Amount of materials, required to repair equipment:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scraps&#039;&#039;&#039; || 1 + rounddown((100 - condition%) / quality_mod)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Catalysts&#039;&#039;&#039; || 1 + rounddown((100 - condition%) / 25)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;condition%&amp;gt; is the equipment item&#039;s condition in percentage, and the &amp;lt;quality_mod&amp;gt; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Quality&lt;br /&gt;
!Coefficient&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Superior&#039;&#039;&#039; and lower || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exquisite&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magnificent&#039;&#039;&#039; and higher || 2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], drops in battles, or purchased in the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds the following factor to the base stat.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.28 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged.&lt;br /&gt;
*Most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor and Shields&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
**Shade and power armors, in particular, will require at least 50 special components to fully upgrade its physical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Cost|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Locked and equipped items cannot be salvaged.&lt;br /&gt;
&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell the equipment in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**Scrap is given with the following formula: roundup(sell_value/100) ie, if equipment sell value was 101, you would get 2 scrap&lt;br /&gt;
*Salvaging any equipment below [[quality|Average]] yields only scrap.&lt;br /&gt;
**Superior equipment has a chance to yield materials based on the item&#039;s base PXP.&lt;br /&gt;
**Exquisite and above will always yield materials.&lt;br /&gt;
&lt;br /&gt;
Salvaging an item with upgrades will always return 90% of the materials spent on upgrading, rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Locked or equipped items cannot be reforged.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*Any potencies that had stats further increased via Forging will become latent (inactive but still present) if the potencies are removed in this manner.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player upgrade an equipment, the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50; extra EXP is still stored after this capped is reached.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade and +40 per high-grade; giving an effective cap of 250 per upgrade.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**The amount is unaffected by the bindings used.&lt;br /&gt;
**This also gives an amount of [[potency]] EXP equal to 1/10 of the forge EXP.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&lt;br /&gt;
*Experience to reach next forge level = (Current forge level * 250) + 250&lt;br /&gt;
*Upgrade cap increases by 2% per forge level, rounded down&lt;br /&gt;
**At forge level 50 the upgrade cap will increase from 50/25 to 100/50&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=29828</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=29828"/>
		<updated>2014-06-11T14:37:10Z</updated>

		<summary type="html">&lt;p&gt;M118w11: /* Repair Costs */  fixing engrish and matching formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All equipment have Condition and Durability. Condition degrades with use while Durability determines what the maximum Condition of an item is and therefore how often it needs to be repaired. [[Equipment]] degrades by a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being defeated in battle does not impact Condition; condition is deducted at the end of every round regardless of outcome. If a player were to average 10 monsters per round then after 1,000 rounds their equipment would lose ~100 condition. Players under [[level]] 100 will not lose Condition whilst players between level 100-200 will only lose half.&lt;br /&gt;
&lt;br /&gt;
When an equipment piece degrades below 50% Condition it will make the equipment worse by reducing its effective [[stats]] until it is repaired. The stat reduction increases as the equipment piece loses more Condition. At 0% Condition equipment becomes completely non-effective in terms of stats provided.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible durability values. Rare gear are generally more fragile than the corresponding common types and are more expensive to maintain. The range of possible Durability values is narrower for rare gear than for common gear.&lt;br /&gt;
&lt;br /&gt;
Dropped gear from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
Equipment at full Condition will not be listed.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of items required to repair an item depends on its [[quality]] and percentage-wise degradation. Equipment with a high Durability need less frequent repairs and comparatively less items over time to maintain. Repairing items will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&lt;br /&gt;
&lt;br /&gt;
Amount of materials, required to repair equipment:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scraps&#039;&#039;&#039; || 1 + rounddown((100 - condition%) / quality_mod)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Catalysts&#039;&#039;&#039; || 1 + rounddown((100 - condition%) / 25)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;condition%&amp;gt; is the equipment item&#039;s condition in percentage, and the &amp;lt;quality_mod&amp;gt; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Quality&lt;br /&gt;
!Coefficient&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Superior&#039;&#039;&#039; and lower || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exquisite&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magnificent&#039;&#039;&#039; and higher || 2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], drops in battles, or purchased in the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds the following factor to the base stat.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.28 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged.&lt;br /&gt;
*Most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor and Shields&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
**Shade and power armors, in particular, will require at least 50 special components to fully upgrade its physical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Cost|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Locked and equipped items cannot be salvaged.&lt;br /&gt;
&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell the equipment in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**Scrap is given with the following formula: roundup(sell_value/100) ie, if equipment sell value was 101, you would get 2 scrap&lt;br /&gt;
*Salvaging any equipment below [[quality|Average]] yields only scrap.&lt;br /&gt;
**Superior equipment has a chance to yield materials based on the item&#039;s base PXP.&lt;br /&gt;
**Exquisite and above will always yield materials.&lt;br /&gt;
&lt;br /&gt;
Salvaging an item with upgrades will always return 90% of the materials spent on upgrading, rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Locked or equipped items cannot be reforged.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*Any potencies that had stats further increased via Forging will become latent (inactive but still present) if the potencies are removed in this manner.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player upgrade an equipment, the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50; extra EXP is still stored after this capped is reached.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade and +40 per high-grade; giving an effective cap of 250 per upgrade.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**The amount is unaffected by the bindings used.&lt;br /&gt;
**This also gives an amount of [[potency]] EXP equal to 1/10 of the forge EXP.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&lt;br /&gt;
*Experience to reach next forge level = (Current forge level * 250) + 250&lt;br /&gt;
*Upgrade cap increases by 2% per forge level, rounded down&lt;br /&gt;
**At forge level 50 the upgrade cap will increase from 50/25 to 100/50&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=29827</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=29827"/>
		<updated>2014-06-11T14:24:08Z</updated>

		<summary type="html">&lt;p&gt;M118w11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All equipment have Condition and Durability. Condition degrades with use while Durability determines what the maximum Condition of an item is and therefore how often it needs to be repaired. [[Equipment]] degrades by a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being defeated in battle does not impact Condition; condition is deducted at the end of every round regardless of outcome. If a player were to average 10 monsters per round then after 1,000 rounds their equipment would lose ~100 condition. Players under [[level]] 100 will not lose Condition whilst players between level 100-200 will only lose half.&lt;br /&gt;
&lt;br /&gt;
When an equipment piece degrades below 50% Condition it will make the equipment worse by reducing its effective [[stats]] until it is repaired. The stat reduction increases as the equipment piece loses more Condition. At 0% Condition equipment becomes completely non-effective in terms of stats provided.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible durability values. Rare gear are generally more fragile than the corresponding common types and are more expensive to maintain. The range of possible Durability values is narrower for rare gear than for common gear.&lt;br /&gt;
&lt;br /&gt;
Dropped gear from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
Equipment at full Condition will not be listed.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used together with a catalyst to fully restore an equipment piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of items required to repair an item depends on its [[quality]] and percentage-wise degradation. Equipment with a high Durability need less frequent repairs and comparatively less items over time to maintain. Repairing items will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&lt;br /&gt;
&lt;br /&gt;
Amount of materials, required to repair equipment:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scraps&#039;&#039;&#039; || 1 + floor((1 - condition%) / quality_mod)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Catalysts&#039;&#039;&#039; || 1 + floor((1 - condition%) / 25)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
where are &amp;lt;condition&amp;gt; is equipment item condition in percents, and &amp;lt;quality_mod&amp;gt; specified in table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Quality&lt;br /&gt;
!Coefficient&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Superior&#039;&#039;&#039; and lower || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exquisite&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Legendary&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peerless&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], drops in battles, or purchased in the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds the following factor to the base stat.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.28 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged.&lt;br /&gt;
*Most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor and Shields&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
**Shade and power armors, in particular, will require at least 50 special components to fully upgrade its physical damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Cost|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Locked and equipped items cannot be salvaged.&lt;br /&gt;
&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell the equipment in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**Scrap is given with the following formula: roundup(sell_value/100) ie, if equipment sell value was 101, you would get 2 scrap&lt;br /&gt;
*Salvaging any equipment below [[quality|Average]] yields only scrap.&lt;br /&gt;
**Superior equipment has a chance to yield materials based on the item&#039;s base PXP.&lt;br /&gt;
**Exquisite and above will always yield materials.&lt;br /&gt;
&lt;br /&gt;
Salvaging an item with upgrades will always return 90% of the materials spent on upgrading, rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Locked or equipped items cannot be reforged.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*Any potencies that had stats further increased via Forging will become latent (inactive but still present) if the potencies are removed in this manner.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player upgrade an equipment, the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50; extra EXP is still stored after this capped is reached.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade and +40 per high-grade; giving an effective cap of 250 per upgrade.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**The amount is unaffected by the bindings used.&lt;br /&gt;
**This also gives an amount of [[potency]] EXP equal to 1/10 of the forge EXP.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&lt;br /&gt;
*Experience to reach next forge level = (Current forge level * 250) + 250&lt;br /&gt;
*Upgrade cap increases by 2% per forge level, rounded down&lt;br /&gt;
**At forge level 50 the upgrade cap will increase from 50/25 to 100/50&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>M118w11</name></author>
	</entry>
</feed>