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		<id>https://ehwiki.org/index.php?title=Spells&amp;diff=36483</id>
		<title>Spells</title>
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		<updated>2016-08-07T21:33:20Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Supportive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Point.png]] &#039;&#039;&#039;&#039;&#039;&amp;lt;font size=4&amp;gt;Information regarding the proficiency/level requirements for spells is due in patch 0.85&amp;lt;/font&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the mana-based spells that are available to players in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Spells are automatically added to a player&#039;s skillbook once they have reached the minimum level &#039;&#039;&#039;AND&#039;&#039;&#039; base [[proficiency]] requirements. Usually it is possible to improve the spell by using [[ability]] points right away but some abilities will only be available at higher levels.&lt;br /&gt;
&lt;br /&gt;
==Spell Costs==&lt;br /&gt;
Spell costs are all a percentage of the player&#039;s [[level]], rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: &#039;Fiery Blast&#039; has a base cost of 5, meaning its MP cost is 5% of the player&#039;s level. At level 51 Fiery Blast costs:&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;roundup(51 * 0.05) = roundup(2.55) = 3 MP&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell costs are further modified by:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Factor&lt;br /&gt;
!▲/▼&lt;br /&gt;
!Amount&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[Interference]] || ▲ || 0.5% per point || Permanent (can be [[The_Forge#Shards|temporarily removed]])&lt;br /&gt;
|-&lt;br /&gt;
|Mana Conservation || ▼ || Stated % || Permanent&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit Stance]] || ▼ || 25% || As long as it can be maintained&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50% || Up to 5 turns (and the monster stays alive to be targeted)&lt;br /&gt;
|-&lt;br /&gt;
|[[Channeling]] || ▼ || 100% || Consumed upon casting&lt;br /&gt;
|-&lt;br /&gt;
|[[The_Forge#Shards|Suffused Aether]] || ▼ || 10% || Up to 1 hour [[The_Forge#Shards|per shard]]&lt;br /&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;Spell Cost&#039;&#039;&#039; = roundup((Level * Base_cost / 100) * (1 + interference * 0.5%) * (1 - mana_conservation) * (1 - spirit_stance) * (1 - coalesced) * (1 - suffused_aether))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].&lt;br /&gt;
&lt;br /&gt;
==Spell Durations==&lt;br /&gt;
The duration of spells lasting more than one turn depends on their base duration, the number of [[Ability Points]] invested (where applicable) and the relevant [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==[[Spell Damage]]==&lt;br /&gt;
&lt;br /&gt;
==Table Legend==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Column&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Tier || The tier of the spell. Can be 1-3.&lt;br /&gt;
|-&lt;br /&gt;
|Level || The minimum [[level]] needed to access the spell.&lt;br /&gt;
|-&lt;br /&gt;
|Prof || The minimum &#039;&#039;base&#039;&#039; [[proficiency]] needed to access the spell and the maximum &#039;&#039;effective&#039;&#039; proficiency needed to get the highest bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|Cost || The base mana cost of the spell and the reduced cost via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|CD || The base cooldown of the spell and the reduced cooldown via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|Targets || The base number of targets the spell can hit and the increased number via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|Duration || The base duration of the spell&#039;s effect and the increased duration via [[abilities]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Offensive Spells==&lt;br /&gt;
These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.&lt;br /&gt;
&lt;br /&gt;
Each [[Monster_Lab#Monster_Classes|type of monster]] has different levels of resistance to each [[damage type]]s, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative [[#Status_Effects|status effects]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Tier&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Targets&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
===Elemental===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
====[[Fire]]====&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Fireball.png]]&amp;lt;br&amp;gt;Fiery Blast&lt;br /&gt;
|A ball of fire is hurled at the target.&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|0/200&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Inferno.png]]&amp;lt;br&amp;gt;Inferno&lt;br /&gt;
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.&lt;br /&gt;
|2&lt;br /&gt;
|95&lt;br /&gt;
|50?/500&lt;br /&gt;
|14&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Nova.png]]&amp;lt;br&amp;gt;Flames of Loki&lt;br /&gt;
|Fire damage.&lt;br /&gt;
|3&lt;br /&gt;
|175?&lt;br /&gt;
|150/800&lt;br /&gt;
|21&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Cold]]====&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Freeze.png]]&amp;lt;br&amp;gt;Freeze&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|0/200&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Blizzard.png]]&amp;lt;br&amp;gt;Blizzard&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|2&lt;br /&gt;
|105&lt;br /&gt;
|50/500&lt;br /&gt;
|14&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Fimbulvetr.png]]&amp;lt;br&amp;gt;Fimbulvetr&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|3&lt;br /&gt;
|185?&lt;br /&gt;
|150/800&lt;br /&gt;
|21&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Elec]]====&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Lightning.png]]&amp;lt;br&amp;gt;Shockblast&lt;br /&gt;
|A bolt of lightning strikes the target, causing Elec damage.&lt;br /&gt;
|1&lt;br /&gt;
|35&lt;br /&gt;
|0/200&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Column_Lightning.png]]&amp;lt;br&amp;gt;Chained Lightning&lt;br /&gt;
|Elec damage.&lt;br /&gt;
|2&lt;br /&gt;
|115?&lt;br /&gt;
|50?/500&lt;br /&gt;
|14&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Shockblast.png]]&amp;lt;br&amp;gt;Wrath of Thor&lt;br /&gt;
|Elec damage.&lt;br /&gt;
|3&lt;br /&gt;
|195?&lt;br /&gt;
|150/800&lt;br /&gt;
|21&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
====[[Wind]]====&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Windblast.png]]&amp;lt;br&amp;gt;Gale&lt;br /&gt;
|A blast of wind hits the target, causing Wind damage.&lt;br /&gt;
|1&lt;br /&gt;
|45&lt;br /&gt;
|0/200&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Gale.png]]&amp;lt;br&amp;gt;Downburst&lt;br /&gt;
|Wind damage.&lt;br /&gt;
|2&lt;br /&gt;
|125?&lt;br /&gt;
|60/500&lt;br /&gt;
|14&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Storms_of_Njord.png]]&amp;lt;br&amp;gt;Storms of Njord&lt;br /&gt;
|Wind damage.&lt;br /&gt;
|3&lt;br /&gt;
|205&lt;br /&gt;
|150/800&lt;br /&gt;
|21&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Divine===&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Abilities_Smite.png]]&amp;lt;br&amp;gt;Smite&lt;br /&gt;
| Holy damage.&lt;br /&gt;
|1&lt;br /&gt;
|65&lt;br /&gt;
|0/500&lt;br /&gt;
|14&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Abilities_Banish.png]]&amp;lt;br&amp;gt;Banishment&lt;br /&gt;
|Holy damage.&lt;br /&gt;
|2&lt;br /&gt;
|100?&lt;br /&gt;
|100/700&lt;br /&gt;
|21&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Abilities_Soul_Fire.png]]&amp;lt;br&amp;gt;Paradise Lost&lt;br /&gt;
| Holy damage.&lt;br /&gt;
|3&lt;br /&gt;
|200?&lt;br /&gt;
|200/900&lt;br /&gt;
|30&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dark&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Forbidden===&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Abilities_Corruption.png]]&amp;lt;br&amp;gt;Corruption&lt;br /&gt;
| Dark damage.&lt;br /&gt;
|1&lt;br /&gt;
|85&lt;br /&gt;
|0/500&lt;br /&gt;
|14&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Abilities_Disintegrate.png]]&amp;lt;br&amp;gt;Disintegrate&lt;br /&gt;
|Dark damage.&lt;br /&gt;
|2&lt;br /&gt;
|100?&lt;br /&gt;
|100/700&lt;br /&gt;
|18.5?&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Abilities_Ragnarok.png]]&amp;lt;br&amp;gt;Ragnarok&lt;br /&gt;
|Dark damage.&lt;br /&gt;
|3&lt;br /&gt;
|245&lt;br /&gt;
|200/900&lt;br /&gt;
|28?&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deprecating Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deprecating Spells==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Duration&lt;br /&gt;
&amp;lt;div id=&amp;quot;Drain&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Poison.png]]&amp;lt;br&amp;gt;Drain&lt;br /&gt;
|Inflicts Drain on one target, causing damage over time.&lt;br /&gt;
*&#039;&#039;Inflicts [[#Theft_Effects|Vital Theft]] on the target&lt;br /&gt;
|30?&lt;br /&gt;
|0/300?&lt;br /&gt;
|11.5&lt;br /&gt;
|20/15&lt;br /&gt;
|7?&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slow&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Slow.png]]&amp;lt;br&amp;gt;Slow&lt;br /&gt;
|The target is slowed by x%, making it attack less frequently.&lt;br /&gt;
*&#039;&#039;Base action speed reduction: 30%&#039;&#039;&lt;br /&gt;
|10?&lt;br /&gt;
|0/300?&lt;br /&gt;
|18&lt;br /&gt;
|3&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weaken&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Weaken.png]]&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.&lt;br /&gt;
*&#039;&#039;Base Physical and Magical damage reduction: 25%&#039;&#039;&lt;br /&gt;
|70&lt;br /&gt;
|0/345&lt;br /&gt;
|10&lt;br /&gt;
|3/0&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sleep&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Sleep.png]]&amp;lt;br&amp;gt;Sleep&lt;br /&gt;
|The target is lulled to sleep, preventing it from taking any actions.&lt;br /&gt;
*&#039;&#039;Base chance of breaking on damage: 90%?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Sleeping monsters cannot attack, evade, parry, or resist attacks?&#039;&#039;&lt;br /&gt;
|80&lt;br /&gt;
|0/410&lt;br /&gt;
|22&lt;br /&gt;
|7&lt;br /&gt;
|4/7&lt;br /&gt;
&amp;lt;div id=&amp;quot;Confuse&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Confuse.png]]&amp;lt;br&amp;gt;Confuse&lt;br /&gt;
|Confuses the target, making it lunge out wildly and strike friends and foes alike.&lt;br /&gt;
*&#039;&#039;Base chance of breaking on damage: 90%?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base chance of monster hitting itself: 25%?&#039;&#039;&lt;br /&gt;
|150&lt;br /&gt;
|45/660&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Imperil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Imperil.png]]&amp;lt;br&amp;gt;Imperil&lt;br /&gt;
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.&lt;br /&gt;
*&#039;&#039;Base Physical and Magical defense reduction: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base Fire/Cold/Elec/Wind resistance reduction: 10%&#039;&#039;&lt;br /&gt;
|130&lt;br /&gt;
|30/495&lt;br /&gt;
|10&lt;br /&gt;
|3/0&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blind&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
![[File:Abilities_Blind.png]]&amp;lt;br&amp;gt;Blind&lt;br /&gt;
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.&lt;br /&gt;
*&#039;&#039;Base attack/magic hit chance reduction: 20%&#039;&#039;&lt;br /&gt;
|80?&lt;br /&gt;
|30/610&lt;br /&gt;
|18&lt;br /&gt;
|7/3&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Silence&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Silence.png]]&amp;lt;br&amp;gt;Silence&lt;br /&gt;
|The target is silenced, preventing it from using special attacks and magic.&lt;br /&gt;
|120&lt;br /&gt;
|40/665&lt;br /&gt;
|18&lt;br /&gt;
|10/5&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_MagNet.png]]&amp;lt;br&amp;gt;MagNet&lt;br /&gt;
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.&lt;br /&gt;
*&#039;&#039;Slowing effect requires at least 1 AP investment.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Does not disable parrying.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Also prevents the target from resisting your spells.&#039;&#039;&lt;br /&gt;
|250?&lt;br /&gt;
|100?/700?&lt;br /&gt;
|22&lt;br /&gt;
|15/10&lt;br /&gt;
|4/9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Supportive Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supportive Spells==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Duration&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Curative Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Curative Spells&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Curative===&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Cure.png]]&amp;lt;br&amp;gt;Cure&lt;br /&gt;
|Restores a moderate amount of Health on the target.&lt;br /&gt;
*&#039;&#039;Base health restored = base_health * (AP / 100) * MIN (1.5, MAX ((0.8 + supportive_proficiency / player_level * 0.2), (1 + (supportive_proficiency - player_level) / player_level * 0.5)))&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|0/385+&lt;br /&gt;
|20&lt;br /&gt;
|5/2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Regen.png]]&amp;lt;br&amp;gt;Regen&lt;br /&gt;
|Places a heal over time effect on the target.&lt;br /&gt;
*&#039;&#039;Base health restored per turn = base_health * ([[AP]] / 100)&#039;&#039;&lt;br /&gt;
|50?&lt;br /&gt;
|0/845&lt;br /&gt;
|22.5&lt;br /&gt;
|0&lt;br /&gt;
|14/30&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Cure.png]]&amp;lt;br&amp;gt;Full-Cure&lt;br /&gt;
|Fully restores the Health of the target.&lt;br /&gt;
|220&lt;br /&gt;
|0/945+&lt;br /&gt;
|50&lt;br /&gt;
|10&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Supportive===&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;Protection&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[File:Abilities_Protection.png]]&amp;lt;br&amp;gt;Protection&lt;br /&gt;
|Places a shield effect on the target, absorbing 25% of the damage from all attacks.&lt;br /&gt;
|10?&lt;br /&gt;
|0/320&lt;br /&gt;
|25&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
&amp;lt;div id=&amp;quot;Haste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;haste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Haste.png]]&amp;lt;br&amp;gt;Haste&lt;br /&gt;
|Speeds up all actions of the target, allowing it to attack more frequently.&lt;br /&gt;
*&#039;&#039;Base [[Action Speed]] increase: 25%&#039;&#039;&lt;br /&gt;
|60?&lt;br /&gt;
|0/450&lt;br /&gt;
|30&lt;br /&gt;
|0&lt;br /&gt;
|10?/20&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadow Veil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Shadow_Veil.png]]&amp;lt;br&amp;gt;Shadow Veil&lt;br /&gt;
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.&lt;br /&gt;
*&#039;&#039;Base evade chance increase: 15%.&#039;&#039;&lt;br /&gt;
*&#039;&#039;This increase is applied as a multiplier to the player&#039;s evade chance, e.g. if the Player had 25% evade, he would get 25% * 1.15 = 28.75% evade.&#039;&#039;&lt;br /&gt;
|90&lt;br /&gt;
|0/610&lt;br /&gt;
|30&lt;br /&gt;
|0&lt;br /&gt;
|10?/20&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;absorb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Absorb.png]]&amp;lt;br&amp;gt;Absorb&lt;br /&gt;
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.&lt;br /&gt;
*&#039;&#039;The effect is permanent until it absorbs a spell.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base chance to absorb: 60%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Cannot absorb critical hits&#039;&#039;&lt;br /&gt;
*&#039;&#039;Absorbed MP is between 5-10% of the monster&#039;s base max MP? Very little MP regained&#039;&#039;&lt;br /&gt;
*&#039;&#039;Can absorb more than 1 spell if they occur on the same turn.&#039;&#039;&lt;br /&gt;
|50?&lt;br /&gt;
|0/385+?&lt;br /&gt;
|30&lt;br /&gt;
|20&lt;br /&gt;
|∞&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spark of Life&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;SoL&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;spark of life&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;sol&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Spark_of_Life.png]]&amp;lt;br&amp;gt;Spark of Life&lt;br /&gt;
|Any attack that would one-shot a target with 2 or more HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player&#039;s base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.&lt;br /&gt;
*&#039;&#039;When active &#039;&#039;&#039;and&#039;&#039;&#039; enough SP is available the player&#039;s health bar will turn silver.&#039;&#039;&lt;br /&gt;
|100&lt;br /&gt;
|0/750?&lt;br /&gt;
|44?&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
|-&lt;br /&gt;
![[File:fallenshield.png]]&amp;lt;br&amp;gt;&#039;&#039;Cloak of the Fallen&#039;&#039;&lt;br /&gt;
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.&lt;br /&gt;
*&#039;&#039;When Spark of Life is triggered &#039;&#039;&#039;Cloak of the Fallen&#039;&#039;&#039; procs, which grants full immunity to damage during the turn that Spark triggers.&lt;br /&gt;
*&#039;&#039;Grants +75%? physical and magical mitigation bonus after the original proc.&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|3?&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arcane Focus&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Arcane_Focus.png]]&amp;lt;br&amp;gt;Arcane Focus&lt;br /&gt;
|The target attains a higher level of attunement with the arcane forces, increasing magic power&amp;lt;s&amp;gt;, accuracy&amp;lt;/s&amp;gt; and crit chance.&lt;br /&gt;
*&#039;&#039;Magical damage bonus: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Magical crit chance bonus: 10%&#039;&#039;&lt;br /&gt;
|175&lt;br /&gt;
|0/980?&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|50?/100&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heartseeker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Heartseeker.png]]&amp;lt;br&amp;gt;Heartseeker&lt;br /&gt;
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power&amp;lt;s&amp;gt;, accuracy&amp;lt;/s&amp;gt; and crit chance.&lt;br /&gt;
*&#039;&#039;Physical damage bonus: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Physical crit chance bonus: 10%&#039;&#039;&lt;br /&gt;
|140&lt;br /&gt;
|0/880?&lt;br /&gt;
|100&lt;br /&gt;
|0&lt;br /&gt;
|50?/100&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spirit Shield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Abilities_Spirit_Shield.png]]&amp;lt;br&amp;gt;Spirit Shield&lt;br /&gt;
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.&lt;br /&gt;
*&#039;&#039;Any attack that hits for more than 45-20% of max HP will cause the player to lose exactly 45-20% of their health, with the remainder absorbed as damage to their spirit.&amp;lt;sup&amp;gt;[[#spirit|(Formula)]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*&#039;&#039;The spell will fail if the player does not have sufficient SP.&#039;&#039;&lt;br /&gt;
|200&lt;br /&gt;
|0/950?&lt;br /&gt;
|25&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;spirit&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Spirit&amp;quot;&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;Spirit Damage&#039;&#039;&#039; = Base_SP * SS_AP_Damage * MIN( (Damage - Max_HP * SS_AP_Damage) / (Max_HP * SS_AP_Damage * 3) , 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;(&#039;&#039;&#039;SS_AP_Damage&#039;&#039;&#039; = percentage of damage required for Spirit shield to kick in)&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
When an [[#Offensive_Magic|offensive spell]] hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when their effected target is struck by the next elemental spell in the cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell. Drain counts as a Dark spell for this and can explode Breached Defense.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Effect(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Flare.png]] &#039;&#039;&#039;Searing Skin&#039;&#039;&#039; &lt;br /&gt;
||The skin of the target has been scorched, inhibiting its attack damage.&lt;br /&gt;
* Caused by Fire spells/spike shield&lt;br /&gt;
* &#039;&#039;Damage reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Cold]] resistance is lowered by 25.&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Freeze.png]] &#039;&#039;&#039;Freezing Limbs&#039;&#039;&#039;&lt;br /&gt;
||The limbs of the target have been frozen, causing slower movement.&lt;br /&gt;
* Caused by Cold spells/spike shield&lt;br /&gt;
* &#039;&#039;Speed reduction: 10%&#039;&#039;&lt;br /&gt;
| [[Wind]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Gale.png]] &#039;&#039;&#039;Turbulent Air&#039;&#039;&#039;&lt;br /&gt;
||The air around the target has been upset, blowing up dust and increasing its miss chance.&lt;br /&gt;
* Caused by Wind attacks/spike shield&lt;br /&gt;
* &#039;&#039;Miss chance increase: 10%&#039;&#039;&lt;br /&gt;
| [[Elec]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Lightning.png]] &#039;&#039;&#039;Deep Burns&#039;&#039;&#039;&lt;br /&gt;
||Internal damage causes slower reactions and lowers evade and resist chance.&lt;br /&gt;
* Caused by Elec spells/spike shield&lt;br /&gt;
* &#039;&#039;Evade and Resist reduction: 10%&#039;&#039;&lt;br /&gt;
| [[Fire]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Smite.png]] &#039;&#039;&#039;Breached Defense&#039;&#039;&#039;&lt;br /&gt;
||The holy attack has penetrated the target&#039;s defenses, making it take more damage.&lt;br /&gt;
* Caused by Holy spells&lt;br /&gt;
* &#039;&#039;Mitigation reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Dark]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Disintegrate.png]] &#039;&#039;&#039;Blunted Attack&#039;&#039;&#039;&lt;br /&gt;
||The decaying effects of the spell has blunted the target&#039;s offenses, making it deal less damage.&lt;br /&gt;
* Caused by Dark spells&lt;br /&gt;
* &#039;&#039;Damage reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Holy]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Soul_Fire.png]] &#039;&#039;&#039;Burning Soul&#039;&#039;&#039;&lt;br /&gt;
||The life essence of the target has been set ablaze, damaging its physical form over time.&lt;br /&gt;
* Caused by Holy spells with Soul Fire [[ability]] slotted&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + EDB / 100) * 0.2&#039;&#039;&lt;br /&gt;
||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 7&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Ripened_Soul.png]] &#039;&#039;&#039;Ripened Soul&#039;&#039;&#039;&lt;br /&gt;
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.&lt;br /&gt;
* Caused by Dark spells with Ripened Soul [[ability]] slotted&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + EDB / 100) * 0.2&#039;&#039;&lt;br /&gt;
||Will cause Spirit Theft if targeted by Drain and the [[ability]] Spirit Theft is active (even if Drain is resisted/absorbed/evaded)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chance on Hit===&lt;br /&gt;
The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.&lt;br /&gt;
&lt;br /&gt;
The following base averages have been observed:&lt;br /&gt;
*From being hit with a spike shield active: 17.5%&lt;br /&gt;
*T1: 25%&lt;br /&gt;
*T2: 50%&lt;br /&gt;
*T3: 75%&lt;br /&gt;
&lt;br /&gt;
===Theft Effects===&lt;br /&gt;
Thefts are status effects inflicted by Drain. Casting Drain on a target will inflict Vital Theft, and will also inflict Ether Theft or Spirit Theft when specific conditions are met.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Effect(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Abilities_Lifestream.png]] &#039;&#039;&#039;Vital Theft&#039;&#039;&#039;&lt;br /&gt;
||Siphons off the target&#039;s life essence over time. This causes a damage-over-time effect and returns a small amount of health to the player.&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + forbidden EDB / 100) * 0.1&#039;&#039;&lt;br /&gt;
* &#039;&#039;HP damage/drained = 5% of the target&#039;s current HP or 5% of your total base HP, whichever is lower&lt;br /&gt;
|| Damages the target then heals the player after each of the target&#039;s turn.&lt;br /&gt;
*&#039;&#039;Damage occurs first, before healing the player.&lt;br /&gt;
|| See [[#Deprecating_Spells|Drain]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:drainmp.png]] &#039;&#039;&#039;Ether Theft&#039;&#039;&#039;&lt;br /&gt;
||Siphons off the target&#039;s mana over time. This returns a small amount of mana to the player.&lt;br /&gt;
* &#039;&#039;MP damage/drained = 5% of the target&#039;s current MP or 5% of your total base MP, whichever is lower&lt;br /&gt;
||Reduces the target&#039;s MP and recovers the player&#039;s MP after each of the target&#039;s turn.&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
|[[File:drainsp.png]] &#039;&#039;&#039;Spirit Theft&#039;&#039;&#039;&lt;br /&gt;
||Siphons off the target&#039;s spirit over time. This returns a small amount of spirit to the player.&lt;br /&gt;
* &#039;&#039;SP damage/drained = 5% of the target&#039;s current SP or 5% of your total base SP, whichever is lower&lt;br /&gt;
||Reduces the target&#039;s SP and recovers the player&#039;s SP after each of the target&#039;s turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spike Shields==&lt;br /&gt;
Spike Shields are an [[ability]] that grant an added effect to the Protection spell. Only 1 of 4 elemental shields can be active at one time.&lt;br /&gt;
*Can proc upon parrying or blocking an attack.&lt;br /&gt;
*Do a minimum of 5 damage to monsters regardless of damage taken.&lt;br /&gt;
*Count as physical damage.&lt;br /&gt;
*Can proc [[#Status Effects|status effects]] (~20%? chance).&lt;br /&gt;
&lt;br /&gt;
==Procs==&lt;br /&gt;
Spell procs take priority in the following order (assuming they are applicable):&lt;br /&gt;
&lt;br /&gt;
Absorb &amp;gt; Spirit Shield &amp;gt; Spark of Life &amp;gt; Spike effects&lt;br /&gt;
&lt;br /&gt;
==Stacking==&lt;br /&gt;
The effects of Arcane Focus and Heartseeker cannot be active simultaneously: in the case one is already active, casting the second will result in the dissipation of the first one.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Burden&amp;diff=36480</id>
		<title>Burden</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Burden&amp;diff=36480"/>
		<updated>2016-08-07T20:05:51Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Effects of Burden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Burden is a Compromise Statistic on [[equipment]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
==Effects of Burden==&lt;br /&gt;
Every point of burden will have the following effect:&lt;br /&gt;
*Reduces [[Character Stats#Evade|evade]] by 4/3%, or roughly 1.33% per burden. 25 burden will decrease your evade % by roughly 33% and caps at at 75 burden which reduces your evade to 0.&lt;br /&gt;
**The penalty is multiplicative, E.G. If you would have had 50% evade with 0 burden, increasing your burden to 25% will apply a 33% penalty which will drop your evade % down to roughly 33.5%.&lt;br /&gt;
*If burden &amp;gt; 40, decreases melee attack speed bonuses, capped at fully eliminating any bonus at 90.&lt;br /&gt;
*If burden &amp;gt; 70, decreases [[Character_Stats#Critical_Strike_Chance|physical crit rate]] by 2%, capped at 120.&lt;br /&gt;
&lt;br /&gt;
==Getting Burden==&lt;br /&gt;
*A player gets burden from the [[equipment]] they wear.&lt;br /&gt;
**All equipment other than [[Armor#Cloth_Armor|cloth armor]], [[Armor#Light_Armor|Shade armor]] and [[Equipment#Ethereal|ethereal weapons]] have a burden stat.&lt;br /&gt;
&lt;br /&gt;
==Reducing Burden==&lt;br /&gt;
*Use ethereal weapons, cloth armor or shade armor, which have no burden stat.&lt;br /&gt;
*[[The_Forge#Enhancements|Enhancing]] an equipment with [[The_Forge#Shards|Featherweight Charm]] can temporarily reduce its burden by 7 or 50%, whichever is higher.&lt;br /&gt;
*Use Heavy [[armor]] or [[shields]] with the Mithril [[prefix]], which have 20% less burden.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=36475</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=36475"/>
		<updated>2016-08-06T15:04:16Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Primary 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 which increase various derived stats as follows:&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;
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to the [[#Critical_Strike_Chance|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&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;
* 1 point = +6 Health Points&lt;br /&gt;
* 1 point = +0.2 Health Regen per minute&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance&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;
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +1 to the [[#Critical_Strike_Chance|Physical Crit Chance]] formula&lt;br /&gt;
* 25 points = +1% Attack Accuracy and Parry Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&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;
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to the [[#Critical_Strike_Chance|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&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;
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 25 points = +1% Evade Chance&lt;br /&gt;
* 1 point above the player&#039;s [[level]] = +(10%/level) Attack [[Speed]]&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* 1 point = +1 Magic Points&lt;br /&gt;
* 1 point = +0.04 Magic Regen per minute&lt;br /&gt;
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +1 to the [[#Critical_Strike_Chance|Magical Crit Chance]] formula&lt;br /&gt;
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* 25 points = +1% Magic Accuracy and Resist Chance&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&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;
* +0.2 Spirit Points&lt;br /&gt;
* +1/600 Spirit Regen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*All increases affect base stats before any other bonuses/penalties are applied.&lt;br /&gt;
*Proc chances from fighting styles are capped; cap 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;
**For example, the Protection spell grants an additional 25% damage mitigation, but this is applied only AFTER all other forms of damage mitigation. The order is physical/magical damage mitigation -&amp;gt; crushing/slashing/piercing or elemental mitigation -&amp;gt; protection. If you would have taken 1,000 damage after physical and crushing damage mitigation for example, you would now take 750 after factoring in the bonus from Protection.&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total exp cost required to raise an attribute from zero to the next level is as follows:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, the exp cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&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;
*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 if they have the correct [[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. &#039;&#039;&#039;&#039;&#039;These formulae may be partially inaccurate.&#039;&#039;&#039;&#039;&#039;&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; = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest.&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; additional accuracy grants 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.&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 &#039;&#039;&#039;base&#039;&#039;&#039; 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 1.10 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>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=36474</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=36474"/>
		<updated>2016-08-06T13:38:02Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Primary 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 which increase various derived stats as follows:&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;
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to the [[#Critical_Strike_Chance|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&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;
* 1 point = +6 Health Points&lt;br /&gt;
* 1 point = +0.2 Health Regen per minute&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance&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;
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +1 to the [[#Critical_Strike_Chance|Physical Crit Chance]] formula&lt;br /&gt;
* 25 points = +1% Attack Accuracy and Parry Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&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;
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to the [[#Critical_Strike_Chance|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&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;
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 25 points = +1% Evade Chance&lt;br /&gt;
* 1 point above the player&#039;s [[level]] = +(10%/level) Attack [[Speed]]&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* 1 point = +1 Magic Points&lt;br /&gt;
* 1 point = +0.04 Magic Regen per minute&lt;br /&gt;
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +1 to the [[#Critical_Strike_Chance|Magical Crit Chance]] formula&lt;br /&gt;
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* 25 points = +1% Magic Accuracy and Resist Chance&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&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;
* +0.2 Spirit Points&lt;br /&gt;
* +1/600 Spirit Regen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*All increases affect base stats before any other bonuses/penalties are applied.&lt;br /&gt;
*Proc chances from fighting styles are capped; cap 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;
**For example, the Protection grants an additional 25% damage mitigation, but this is applied only AFTER all other forms of damage mitigation. The order is physical/magical damage mitigation -&amp;gt; crushing/slashing/piercing or elemental mitigation -&amp;gt; protection. If you would have taken 1,000 damage after physical and crushing damage mitigation for example, you would now take 750 after factoring in the bonus from Protection.&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total exp cost required to raise an attribute from zero to the next level is as follows:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, the exp cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&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;
*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 if they have the correct [[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. &#039;&#039;&#039;&#039;&#039;These formulae may be partially inaccurate.&#039;&#039;&#039;&#039;&#039;&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; = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest.&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; additional accuracy grants 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.&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 &#039;&#039;&#039;base&#039;&#039;&#039; 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 1.10 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>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36456</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36456"/>
		<updated>2016-08-03T14:45:59Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Recommended Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&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 + Light Armor or 1H/Shield + power armor at higher levels&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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;
Low level players can obtain free equipment wtih some restrictions in the WTS forum, check for the Free Shop thread and other threads that offer equipment for low level players. People in the &amp;quot;Ask the experts&amp;quot; thread may also be able to help.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Hard is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you unless you are power-leveling. It is usually not necessary to grind proficiencies unless you are trying to change playstyles as they will eventually catch up to your level anyway. It is normal for your weapon/armor proficiencies to lag behind your level by a large amount until level 250 or so, and it is normal for supportive proficiency to be much lower than your weapon/armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
Proficiency gain is a random chance based on how many times you attack (for weapons) or are attacked (for armor, including parries and misses). Proficiency gains for magic are based on how many times you use the skill, the chance of increasing it is based on the current MP cost of the spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Use a weak weapon to increase the amount of hits it takes to kill a monster&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039; - Fight as many monsters as possible, so that more will attack you.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible. Using Haste may allow you to play on a higher difficulty level however (due to increased survivability), which has it&#039;s own rewards.&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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
*Train Adept Learner to ~100.&lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade is roughly a 1.08% increase for the relevant stat. This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36451</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36451"/>
		<updated>2016-08-02T18:44:35Z</updated>

		<summary type="html">&lt;p&gt;Question: /* The Forge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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;
Low level players can obtain free equipment wtih some restrictions in the WTS forum, check for the Free Shop thread and other threads that offer equipment for low level players. People in the &amp;quot;Ask the experts&amp;quot; thread may also be able to help.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Hard is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you unless you are power-leveling. It is usually not necessary to grind proficiencies unless you are trying to change playstyles as they will eventually catch up to your level anyway. It is normal for your weapon/armor proficiencies to lag behind your level by a large amount until level 250 or so, and it is normal for supportive proficiency to be much lower than your weapon/armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
Proficiency gain is a random chance based on how many times you attack (for weapons) or are attacked (for armor, including parries and misses). Proficiency gains for magic are based on how many times you use the skill, the chance of increasing it is based on the current MP cost of the spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Use a weak weapon to increase the amount of hits it takes to kill a monster&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039; - Fight as many monsters as possible, so that more will attack you.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible. Using Haste may allow you to play on a higher difficulty level however (due to increased survivability), which has it&#039;s own rewards.&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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
&lt;br /&gt;
Warnng : Training is a massive credit sink and generally gives very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your credits into Scavenger, etc. Maxing Scavenger will cost more than 17 million credits and will only increase the chance of item drops from 10% to 12.5%, these are meant for players with a lot of credits to spend.&lt;br /&gt;
&lt;br /&gt;
*Train Adept Learner to ~100.&lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade is roughly a 1.08% increase for the relevant stat. This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36450</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36450"/>
		<updated>2016-08-02T18:35:30Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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;
Low level players can obtain free equipment wtih some restrictions in the WTS forum, check for the Free Shop thread and other threads that offer equipment for low level players. People in the &amp;quot;Ask the experts&amp;quot; thread may also be able to help.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Hard is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you unless you are power-leveling. It is usually not necessary to grind proficiencies unless you are trying to change playstyles as they will eventually catch up to your level anyway. It is normal for your weapon/armor proficiencies to lag behind your level by a large amount until level 250 or so, and it is normal for supportive proficiency to be much lower than your weapon/armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
Proficiency gain is a random chance based on how many times you attack (for weapons) or are attacked (for armor, including parries and misses). Proficiency gains for magic are based on how many times you use the skill, the chance of increasing it is based on the current MP cost of the spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Use a weak weapon to increase the amount of hits it takes to kill a monster&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039; - Fight as many monsters as possible, so that more will attack you.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible. Using Haste may allow you to play on a higher difficulty level however (due to increased survivability), which has it&#039;s own rewards.&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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
&lt;br /&gt;
Warnng : Training is a massive credit sink and generally gives very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your credits into Scavenger, etc. Maxing Scavenger will cost more than 17 million credits and will only increase the chance of item drops from 10% to 12.5%, these are meant for players with a lot of credits to spend.&lt;br /&gt;
&lt;br /&gt;
*Train Adept Learner to ~100.&lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36449</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36449"/>
		<updated>2016-08-02T18:30:15Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Grinding Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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;
Low level players can obtain free equipment wtih some restrictions in the WTS forum, check for the Free Shop thread and other threads that offer equipment for low level players. People in the &amp;quot;Ask the experts&amp;quot; thread may also be able to help.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Hard is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you unless you are power-leveling. It is usually not necessary to grind proficiencies unless you are trying to change playstyles as they will eventually catch up to your level anyway. It is normal for your weapon/armor proficiencies to lag behind your level by a large amount until level 250 or so, and it is normal for supportive proficiency to be much lower than your weapon/armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
Proficiency gain is a random chance based on how many times you attack (for weapons) or are attacked (for armor, including parries and misses). Proficiency gains for magic are based on how many times you use the skill, the chance of increasing it is based on the current MP cost of the spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Use a weak weapon to increase the amount of hits it takes to kill a monster&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039; - Fight as many monsters as possible, so that more will attack you.&lt;br /&gt;
**Do not use Haste when training Armor; you want monsters to attack you as often as possible. Using Haste may allow you to play on a higher difficulty level however (due to increased survivability), which has it&#039;s own rewards.&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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36448</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36448"/>
		<updated>2016-08-02T17:50:38Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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;
Low level players can obtain free equipment wtih some restrictions in the WTS forum, check for the Free Shop thread and other threads that offer equipment for low level players. People in the &amp;quot;Ask the experts&amp;quot; thread may also be able to help.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Hard is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36447</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36447"/>
		<updated>2016-08-02T17:49:42Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Hard is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36446</id>
		<title>HentaiVerse Advice</title>
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		<updated>2016-08-02T17:47:57Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Leveling Adjustments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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. This happens at aroughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.&lt;br /&gt;
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as haste, protection, shadow veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 hath which is roughly equal to 300,000 credits.&lt;br /&gt;
** Hath is primarly obtained from running the H@H program, or it can be converted from credits at a rate of approximately 6-6.1k credits per hath.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36445</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36445"/>
		<updated>2016-08-02T17:44:47Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Melee Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Int provides SP which is useful for [[Spirit Stance]], but is not necessary.&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36444</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36444"/>
		<updated>2016-08-02T17:39:54Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Melee Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36443</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36443"/>
		<updated>2016-08-02T17:38:47Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Melee Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high attack damage and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
* Rapiers/Estocs have the penetrated armor proc which lowers the enemy&#039;s damage mitigation by 25%, which is very useful when fighting bosses and rare enemeies. Maces can stun the enemy, while Axes, Shortswords, etc only have the Bleeding wound proc which does very little damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36442</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36442"/>
		<updated>2016-08-02T17:35:08Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Recommended Combos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Fighting_Styles|Recommended Combos]]===&lt;br /&gt;
*2H Weapon + Heavy Armor&lt;br /&gt;
*DW Weapons + Light Armor&lt;br /&gt;
*1H Weapon + Shield + Light Armor&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36441</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36441"/>
		<updated>2016-08-02T17:34:32Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Pre-Level 50 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
All playstyles require investment in supportive spells (either cure for healing or buffs such as haste).&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&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;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36440</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36440"/>
		<updated>2016-08-02T17:34:04Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Melee Philosophy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&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;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36439</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36439"/>
		<updated>2016-08-02T17:32:56Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Equipment Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block or Evade as a primary defense stats.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&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;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&lt;br /&gt;
*Decent low level equipment is hard to find, prior to patch 0.82, all equipment dropped with unassigned levels. Patch 0.82 changed it so that all equipment above average quality drops at the level of the player, so most equipment in the WTS forum is in the level 400+ range or is pre-0.82 equipment with slightly lower stats.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36438</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36438"/>
		<updated>2016-08-02T17:30:30Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Regardless of Build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels, you will have more AP than you can spend as you have not unlocked most of the available abilities yet, but this will start changing at about level 200. To get more AP, you can train the Ability Boost skill.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.&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 Imperil || Increases damage done using Imperil, especially good for mages&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;
|Better Spark || Not as important if SoL is [[auto-cast]], but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.&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]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block or Evade as a primary defense stats.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&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;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36437</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=36437"/>
		<updated>2016-08-02T17:09:16Z</updated>

		<summary type="html">&lt;p&gt;Question: /* Pre-Level 50 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://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 {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Keep [[stats]] balanced (except for int/str depending on your playstyle) 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 Willow/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, but you likely won&#039;t have accuracy problems except at higher levels. 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;
All styles are viable by the end-game but vary in ease of use and affordable [[equipment]]. New players are advised to use the 1H/Light armor style as it has the most survivabiltiy, which will allow you to do higher difficulties much earlier than other playstyles. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear to kill enemies quickly before they can kill you.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Only use Cloth/Phase armor and Staves.&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;
*Have 0 [[interference]] and very little [[burden]].&lt;br /&gt;
*Lowest damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====Light Armor====&lt;br /&gt;
*Leather armor : Medium mitigation, [[burden]], and [[interference]]. Low piercing mitigation, low evade.&lt;br /&gt;
*[Shade armor] : Increases attack damage, zero [[burden]], more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.&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 at the cost of more [[burden]] and [[interference]].&lt;br /&gt;
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.&lt;br /&gt;
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Highest damage versus 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;
*Final [[fighting skill]] can hit multiple targets.&lt;br /&gt;
*Relies mostly on evade/parry for survivability.&lt;br /&gt;
*Best attack speed and crit chance, but relatively low survivability.&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 [[Equipment Procs|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;
*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;
*Generally only good for new (below lv.100) or advanced (above lv.300) players.&lt;br /&gt;
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.&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 Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]&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 Imperil || Increases damage done using Imperil, especially good for mages&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 [[spell]]s 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 stats.&lt;br /&gt;
**Fairly 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 Willow/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 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.9 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level * ~0.9 || Low&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 pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells.&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. Uses either Block or Evade as a primary defense stats.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&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;
*[[Ethereal]] versions of weapons are always preferable, especially at higher [[level]]s.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Rapier of Slaughter with a Force Shield with high Block chance.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: Mace/Estoc &amp;quot;of Slaughter&amp;quot; with high ADB and proc chance/duration.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: Club/Axe on main hand and Rapier on offhand. Preferably with &amp;quot;of Slaughter&amp;quot; suffix for main hand weapon and &amp;quot;of Nimble/Balance&amp;quot; suffix for offhand weapon. Some combinations include:&lt;br /&gt;
:; Club+Rapier:&lt;br /&gt;
:* Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict [[Penetrated Armor]] is low.&lt;br /&gt;
:* Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense. &lt;br /&gt;
:; Rapier+Wakizashi:&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW&#039;s Parry bonus. Good for [[Grindfest]].&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H. &lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo. &lt;br /&gt;
:* Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.&lt;br /&gt;
:* Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gear and with the &amp;quot;Agile&amp;quot; [[prefix]] if possible.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: 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 possible.&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 whilst Light armor players should use more. Never ignore INT as it provides SP which is useful for [[Spirit Stance]].&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]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&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 restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.&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.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&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 3 days will acquire one automatically.&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;
===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 restoratives used would still recover the same amount. Mages can skip SS as it carries no benefit for them.&lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&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 its effect 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;
==[[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 keep up with you 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. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they 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 Scholar of War 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;
*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;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or low [[quality]]. It&#039;s usually better to buy directly from players using the [[forums]]&#039; WTS/WTB sections.&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 unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&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;
*[[Soul Fragments]] should never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Scripts_%26_Tools&amp;diff=36436</id>
		<title>Scripts &amp; Tools</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Scripts_%26_Tools&amp;diff=36436"/>
		<updated>2016-08-02T12:59:16Z</updated>

		<summary type="html">&lt;p&gt;Question: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Please note that all of these are third-party programs. There&#039;s no guarantee they&#039;ll work for every system or be updated promptly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==List==&lt;br /&gt;
*For Firefox the use of [https://addons.mozilla.org/en-US/firefox/addon/greasemonkey/ Greasemonkey] or [https://addons.mozilla.org/en-US/firefox/addon/scriptish/ Scriptish] may be necessary.&lt;br /&gt;
*For Chrome the use of [https://tampermonkey.net/ Tampermonkey] or go to Tools -&amp;gt; Extension and drop the script directly into that screen (chrome://extensions).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please do not PM the producers of these programs for updates, especially after releases of HV patches.&#039;&#039;&#039;&lt;br /&gt;
*For the best performance and full compatibility in Hentaiverse, use the Custom Font Engine (Hentaiverse Menu: Character -&amp;gt; Settings)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Source&lt;br /&gt;
!Last updated&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
===[[Forums]] and [[Galleries]]===&lt;br /&gt;
&amp;lt;div id=&amp;quot;Forum and E-Hentai related&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=Forums and E-Hentai&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Color coding || Color code and simplified BBCode. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=29703&amp;amp;view=findpost&amp;amp;p=1827065] || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Favorites Thumbnail View || Gives a thumbnail view for the [[Favorites]] page || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=119858&amp;amp;view=findpost&amp;amp;p=2649243] || EHG 0.28&lt;br /&gt;
|-&lt;br /&gt;
|Forum Style (CSS) || Hides the forum header and collapses posts. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2684959] / [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2632826] || N/A&lt;br /&gt;
|-&lt;br /&gt;
|User Comment Flags || Flags/unflags user comments to hide them. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=158929&amp;amp;view=findpost&amp;amp;p=2927834] || EHG 0.28&lt;br /&gt;
|-&lt;br /&gt;
|Kill New || Removes the &amp;quot;New&amp;quot; icon from the galleries. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=165565&amp;amp;view=findpost&amp;amp;p=3233728] || EHG 0.301&lt;br /&gt;
|-&lt;br /&gt;
|Gallery Size || Shows the image count for the galleries in list view. || [https://github.com/greenpenguin/eh_scripts/blob/master/galleries/gallery-size.user.js] || EHG 0.28&lt;br /&gt;
|-&lt;br /&gt;
|Joe&#039;s E-H Classic || Changes gallery layout back to its non-mobile friendly design. || [https://gist.github.com/MaximumJoe/5771f306abae8fb608be] || EHG 0.307&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===HentaiVerse===&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
===General Interface===&lt;br /&gt;
|-&lt;br /&gt;
|HV 界面汉化 || Translate the HentaiVerse interface to Chinese || [http://userscripts-mirror.org/scripts/show/152705] || HV 0.80&lt;br /&gt;
|-&lt;br /&gt;
|HV dark || Custom CSS userstyle. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2693597] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|HV Ability Screen Resize || A little script to resize the ability page to remove the inner scroll bars. || [https://forums.e-hentai.org/index.php?act=findpost&amp;amp;pid=1847698] ||&lt;br /&gt;
|-&lt;br /&gt;
|Fix MoogleMail || Fixes a position bug when using [[MoogleMail]]. || [http://userscripts-mirror.org/scripts/show/158339] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Inline Difficulty Changer || Enable user to change the difficulty in the stats bar. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2809414 Original Version][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=4557387 Updated for HV 0.84] || HV 0.84&lt;br /&gt;
|-&lt;br /&gt;
|Inline Equipment Changer || Enable user to change equipment from all HV pages (including equipment pop-up). It also re-update HV Equip Comparison data || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3010674] || HV 0.78&lt;br /&gt;
|-&lt;br /&gt;
|HV Conditioner || Displays the condition in equipment page. Right-click the equipment to repair. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=4001029] || HV 0.82&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
====Combat====&lt;br /&gt;
|-&lt;br /&gt;
|HVSTAT (5.6.8.2) || Package of combat alerts, combat log adjustments, and statistical tracking. || [https://forums.e-hentai.org/index.php?showtopic=79552] || HV 0.81&lt;br /&gt;
|- &lt;br /&gt;
|HV - Minor Additions (STAT Slim) || Provides various combat alerts without statistical tracking. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3111430] || HV 0.78&lt;br /&gt;
|-&lt;br /&gt;
|Mousemelee || Attack monsters when the mouse hover over them. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2983524] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Bettermelee || Similar to mousemelee, but the user needs to point at the monster and press &#039;A&#039;. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2774014] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|HoverPlay|| Similar to mousemelee and SpellSpam (can either spam spells or melee-attack) but with click-hoverable icons which appear at left top near monsters to rebuff expiring buffs, heal when low on hp, use potion when low on mp\sp, use spirit stance when full, use gems etc || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3302616 01.06.2014] || HV 0.80&lt;br /&gt;
|-&lt;br /&gt;
|SpellSpam || Bind different Attack/Skill/Spell to numkey, clicks, and hover. Support Rotation/Multicast. Eg: Cast Cure, Full-Cure, Heroic Health Potion, Spark of Life with right click, or Merciful Blow, Vital Strike, Shield Bash, Attack with hover (mousemelee-like). Support condition check (HP,MP,SP,OC,SS and BuffName) Press Shift+ alpha key (A...Z)  to save a profile to a key. Press an alpha key to load the assigned profile and open tooltip. Hold Ctr/Alt to temporarily disable the script without having to open the tooltip, Shift to disable hover. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=162726&amp;amp;view=findpost&amp;amp;p=3520277] || HV 0.80&lt;br /&gt;
|-&lt;br /&gt;
|QuickBar 2 || Adds a second quickbar (&#039;&#039;Chrome only&#039;&#039;). || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2042381] || (&#039;&#039;Maybe broken&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|Multiple QuickBar || Adds multiple quickbars. Also works in Firefox. || [https://tiap.github.io/] ||&lt;br /&gt;
|-&lt;br /&gt;
|HV Cooldown || Show the current cooldown of skills and spells on the quickbar. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=162726&amp;amp;view=findpost&amp;amp;p=3577989] || HV 0.80&lt;br /&gt;
|-&lt;br /&gt;
|Extended Confirms || Replaces the default battle confirms with some detailed ones. || [https://forums.e-hentai.org/index.php?act=findpost&amp;amp;pid=1857639] || &lt;br /&gt;
|-&lt;br /&gt;
|Gems || Displays an icon at right top corner after a [[Items#Battle_Powerups|power-up gem]] drops in the battle. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2042381] [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3018231 fixed] ||&lt;br /&gt;
|-&lt;br /&gt;
|HV Random Encounter Notification || Tracks when the next [[Random Encounter]]/[[Dawn of a New Day]] is due. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3318621 &amp;lt;nowiki&amp;gt;[LagProof one for HV 0.80]&amp;lt;/nowiki&amp;gt;] [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2990345 &amp;lt;nowiki&amp;gt;[Latest]&amp;lt;/nowiki&amp;gt;] [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=62830&amp;amp;view=findpost&amp;amp;p=2133227 &amp;lt;nowiki&amp;gt;[Old]&amp;lt;/nowiki&amp;gt;] &amp;lt;br&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=62830&amp;amp;view=findpost&amp;amp;p=2692289 &amp;lt;nowiki&amp;gt;[16:9 old format fix]&amp;lt;/nowiki&amp;gt;] &amp;lt;br&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2679850 &amp;lt;nowiki&amp;gt;[Another old]&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;] || HV 0.78&lt;br /&gt;
|-&lt;br /&gt;
|Skill Script || Lets you use &#039;+&#039; to use the best [[skills]]. Open the file with a text editor to change the key input. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2613600] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Keybinds || Changes the default [[Hotkeys]]. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2819721] || HV 0.77&lt;br /&gt;
|-&lt;br /&gt;
|Riddle Limiter 1.2.0|| RiddleLimiter makes the choices clickable. 1 click to answer your Riddle Master! Pressing 1,2,3 can also answer the riddle. Play Music during riddle. ||&lt;br /&gt;
[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=162726&amp;amp;view=findpost&amp;amp;p=3553274 music + press twice]&lt;br /&gt;
[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=162726&amp;amp;view=findpost&amp;amp;p=3355074 press twice]&lt;br /&gt;
[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=162726&amp;amp;view=findpost&amp;amp;p=3290009 press once] &lt;br /&gt;
|| HV 0.80&lt;br /&gt;
|-&lt;br /&gt;
|NoPopup || Automatically dismisses the &amp;quot;You are Victorious&amp;quot; popup. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2681928] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|HV Monster Letters to Numbers (CSS) || Replaces the monster letters to numbers. Works faster than script versions. || [https://forums.e-hentai.org/index.php?showtopic=88337] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|HV Monster Sensor || Changes the color of certain monster names to alert the player of their presence. || [https://forums.e-hentai.org/index.php?showtopic=40909] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Items]] &amp;amp; [[Equipment]]====&lt;br /&gt;
|-&lt;br /&gt;
|HentaiVerse Equipment Comparison &lt;br /&gt;
| Allows to compare pieces of equipment. &lt;br /&gt;
* Hover over an item (so the stats popup shows up) and press:&lt;br /&gt;
** Q to compare it against the one equipped on the matching slot&lt;br /&gt;
** W to show base values (scaled to level 0)&lt;br /&gt;
** E to compare base values&lt;br /&gt;
** R to compare the non-IW, non-forge base values against the one equipped on the matching slot&lt;br /&gt;
** T to show non-IW, non-forge base values (scaled to level 0)&lt;br /&gt;
** P to open EHWiki Equipment Range page and highlight relevant row.&lt;br /&gt;
| [https://forums.e-hentai.org/index.php?showtopic=65126&amp;amp;st=1700&amp;amp;p=3568505&amp;amp;#entry3568505] &lt;br /&gt;
[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=4007062 0.82]&lt;br /&gt;
|| HV 0.81&lt;br /&gt;
|-&lt;br /&gt;
|HV Item Manager || &lt;br /&gt;
* Text based filtering with regular expressions/boolean conditional support&lt;br /&gt;
* Multiple selection for items and equipment&lt;br /&gt;
* Multi repair/salvage/reforge/sell/moogle/shrine/COD/lock/unlock&lt;br /&gt;
* Customisable moogle&lt;br /&gt;
* Item list generator to post on forum&lt;br /&gt;
* accessible in the moogle, inventory, shop and forge pages  &lt;br /&gt;
|| [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=162726&amp;amp;view=findpost&amp;amp;p=4029359 1.5.0]&lt;br /&gt;
|| HV 0.82&lt;br /&gt;
|-&lt;br /&gt;
|HV Equip Scaling Calc || Scales any equipment&#039;s stats to any level (not a standalone add-on). || [https://forums.e-hentai.org/index.php?showtopic=26561] || HV 0.75&lt;br /&gt;
|-&lt;br /&gt;
|Magic Scores || Calculates the scores (relative to the equipped set) for all 7 magic [[damage types]] and prints the results in the statistics pane (below Damage Mitigations). || [https://forums.e-hentai.org/index.php?showtopic=65126&amp;amp;st=800&amp;amp;p=2758151&amp;amp;#entry2758151] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Track Drops || Tracks and display drops by clicking on the stamina logo. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2809414] || HV 0.77&lt;br /&gt;
|-&lt;br /&gt;
|Item Menu || Adds a middle-click menu to all equipment for fast access to various commands. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2950904] || HV 0.78&lt;br /&gt;
|-&lt;br /&gt;
|HV Shop Filter plus || Filters equipment list in equipment shop using presets, highlights equipment, supports multiselection for batch salvage/sell. Uses programmable filtering functions based on equipment properties to allow fine tuning. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3321360] || HV 0.80&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====Highlight====&lt;br /&gt;
|-&lt;br /&gt;
|Bazaar Highlights || Highlights rare equipment at the [[Bazaar]]. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2750319] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Item Shop Highlights || Highlights rare [[Forge]] materials at the [[Item Shop]]. || [https://forums.e-hentai.org/index.php?act=findpost&amp;amp;pid=2002890] || HV 0.68&lt;br /&gt;
|-&lt;br /&gt;
|Player&#039;s Equipment Highlights || Highlights different types of player&#039;s equipment at the [[Forge]], Inventory and Equipment Selection screens for easier orientation. &lt;br /&gt;
| [https://forums.e-hentai.org/index.php?act=findpost&amp;amp;pid=2011479]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2297450 &amp;lt;nowiki&amp;gt;[Alternative]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
====Monster Lab====&lt;br /&gt;
|-&lt;br /&gt;
|Smart Monster Lab || Revamps the Monster Lab interface. Shows various information of the monsters on the index page and allows quick interactions with the monsters within the same page. The interface can be sorted, filtered, and modified to the user&#039;s preference. || [https://forums.e-hentai.org/index.php?showtopic=65126&amp;amp;st=2580&amp;amp;p=4355548&amp;amp;#entry4355548] || HV 0.83&lt;br /&gt;
|-&lt;br /&gt;
|Monster Lab Interface || Monster sorting, wins/kills since last check, timer, crystals/tokens required for next upgrade, etc. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2629028] [[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3010481 fixed]] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Monster Lab Babysitter &lt;br /&gt;
| Helps feeding monsters.&lt;br /&gt;
* G to set (max_Crystals_cost_per_Upgrade) max amount of Crystals to spend for Morale.&lt;br /&gt;
* F to feed/cheer all monsters.&lt;br /&gt;
| [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2773396] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====Shrine/Forge Helper====&lt;br /&gt;
|-&lt;br /&gt;
|Equipment Menu || Provides links to Upgrade, Enchant, and Salvage. || [https://forums.e-hentai.org/index.php?act=findpost&amp;amp;pid=2079612] || &lt;br /&gt;
|-&lt;br /&gt;
|Shriner - Helper || hotkey to &amp;quot;make offering&amp;quot;, reward is already selected by default || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=3024242] || &lt;br /&gt;
|-&lt;br /&gt;
|Shrine Counter || Shows how many trophies and artifacts you currently possess when you visit the shrine. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2132748] || HV 0.70 &lt;br /&gt;
|-&lt;br /&gt;
|Salvage Filter || Allows you to hide all Superior (or lesser) items and locked items in the [[forge]] page. || [https://github.com/trandoanhung1991/Salvage-Filter] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|No Pony || Hides [[figurines]] so that will not be accidentally used at the [[shrine]] or sold. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=126586&amp;amp;view=findpost&amp;amp;p=2597872] || HV 0.75&lt;br /&gt;
|-&lt;br /&gt;
|Forge Infusion Hotkey || Hotkey for forge infusion. || [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=65126&amp;amp;view=findpost&amp;amp;p=2696084] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Multi-Shriner || Enable user to shrine multiple artifacts/trophies. || [https://github.com/trandoanhung1991/Multi-Shriner] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====WTS/WTB shop helper====&lt;br /&gt;
|-&lt;br /&gt;
|HV Shop System || Extended and improved version of Equipment Shop Helper. || [https://forums.e-hentai.org/index.php?showtopic=72877] || HV 0.75 &lt;br /&gt;
|-&lt;br /&gt;
|HV Mini Shop Helper || Helps players to generate equip links and tagging prices. || [https://forums.e-hentai.org/index.php?showtopic=96543] || HV 0.76&lt;br /&gt;
|-&lt;br /&gt;
|Auction Countdown Timer || Generate an image of a countdown timer that can be easily added to an auction thread. || [https://forums.e-hentai.org/index.php?showtopic=31783] || HV 0.76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Making New HentaiVerse Scripts &amp;amp; Tools&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Making Scripts &amp;amp; Tools==&lt;br /&gt;
Players are free to make new scripts for purposes such as making modifications and additions to the UI or changing key mappings and controls in general.&lt;br /&gt;
&lt;br /&gt;
===Forbidden Actions===&lt;br /&gt;
[[Image:Point.png]] &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Any script used to do ANY of the following inside the [[HentaiVerse]] is strictly forbidden. Offenders will be [[banned]].&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Any automation or semi-automation of gameplay beyond a single &amp;quot;action&amp;quot;.&lt;br /&gt;
**Anything that automates actions without direct player input.&lt;br /&gt;
*Any parsing of live data to decide on actions.&lt;br /&gt;
*Anything that has the function of picking a target automatically, regardless of the actual method.&lt;br /&gt;
**Anything that interprets the page in any way to pick a target or action.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse Hotkeys]]&lt;br /&gt;
*[https://forums.e-hentai.org/index.php?showtopic=65126 Forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]] [[Category:Sporadic Updates]]&lt;/div&gt;</summary>
		<author><name>Question</name></author>
	</entry>
</feed>