HentaiVerse Advice: Difference between revisions

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''This page is for general HentaiVerse advice.''
==Important disclaimer==
<span style="color:red;>'''Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.'''</span>


==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==
__TOC__
'''If you want to get an [[equipment]]'s link, mouse over it and press 'c'.'''
*Don't leave your Caps Lock on and enable popups for your browser.
 
==Pre-Level 50==
Keep [[stats]] balanced, do not invest in a build unless you are certain. Determine which play style you think best suits you.
 
'''[[#Mage|Mages]]''': [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be "of the Elementalist".
 
'''[[#Melee|Melees]]''': Weapon should be "of Balance" if you have problem with accuracy. You can use "of Slaughter" on main-hand if you're using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]].


==Picking Your Role==
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].
(See [[Play Styles]] and [[Fighting Styles]])


It's generally not recommended to pursue both paths before lv. 250 as you don't have sufficient ability points to cover both the necessary offensive spells (for maging) and overcharge (for meleeing).
==Pre-Level 100==
Don't invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment.  


===Mage===
==Level 101-309==
*Use cloth armor and staffs only.
*Can cast spells of every [[damage type]] except [[Void]].
*Can cast AoE spells which can hit every monster on the field.
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].
*Are most vulnerable to attacks.
*Do not need to deal with [[interference]].


===Melee===
===Fighting Style Summaries===
====Light Armor====
Around level 100 it's best to stick to one style at a time. Viable options are:
*Medium mitigation, burden and interference.
*Have variance which increase mitigation (kevlar armor) and evade/attack damage/remove burden (shade armor).


====Heavy Armor====
* [[Fighting_Styles#One-Handed|One hand style (1H)]]
*Highest mitigation, but also more burden and interference.
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.
*Have variance which increase block chance (shield armor) and attack damage (power armor).
** Off hand: Shield. Block is the most important stat, the higher the block the better.
*Play style: use spell Protection all time
** Armors: Heavy (Light works at low levels)
** Good style overall. Many players find this the easiest to play on high difficulty at lower level.
** Deals strong single target damage with counter-attacks providing some AoE.
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it's not recommended after this point.
** 'Vital Strike' does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.
** Against normal enemies it's best to use your [[overcharge]] to stay in [[spirit stance]].
** Don't be afraid of the high [[burden]] and [[interference]]. That's how 1H with heavy armor works.
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives 'stun' (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn't give 'penetrated armor', it's best to use an off hand weapon that does (i.e. rapier)  
** Armors: Light
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] 'Frenzied Blows', and slightly less defense than 1H.
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.
** You need to manage your [[overcharge]] and use 'Frenzied Blows' to maximize your damage.
** Can reach very high parry chance, but weaker against magic attacks.
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters
* [[Fighting_Styles#Staff|Mage]]
** Main hand: Staff
** Off hand: -
** Armors: Cloth
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.
** Below level 310 you won't be able to spam the 'imperil' spell which you need to play at higher difficulty.
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
** Fire and cold are the cheapest options, but slightly weaker end-game.
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.
* 1H Mage
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon
** Armors: Cloth
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]].
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the 'Faster Imperil' ability does not come until level 310, and that makes this style much more pleasant to play.
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]
** Main hand: 2H weapon. Ethereal prefix is recommended.
** Off hand: -
** Armors: Light
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn't compensate for it by giving high damage.
** Mace, with its stuns, is the least bad option. 
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]
** Main hand: Katana
** Off hand: Wakizashi
** Armors: Light
**Partial benefits from 2H and DW:
***Domino Strike limited to 5 monsters.
***Offhand damage but no parry bonus.
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty.
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. <br />


====1H====
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.
*Can use [[shields]] for extra block chance but have to deal with more burden and interference.
*Can further boost block chance via Shield armor.
*Overwhelming Strike to increase damage, accuracy and parry chance.


====DW====
===Leveling Adjustments===
*Highest damage vs. single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arenas]].
As you progress in [[level]]s you'll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There's a few adjustments you can do:
*Can take advantage of 2 [[Equipment Procs|procs]] (e.g. stun and penetrated armor) with offhand strikes.
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.
*The final [[fighting skill]] can hit multiple targets.
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn't that big.
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.
*It may be wise to invest in an [[Innate Arcana]] slot if you haven't already. The first slot costs 50 [[hath]].
*Make sure your accuracy is at least 100% to ensure your attacks won't miss. Further accuracy up to 194.8% reduces monsters' chance to evade your attacks.


====2H====
==Level 310+==
*Domino strike have chance to hit multiple targets.
Same styles remain viable. But some things change because level 310 allows maxing out the 'Faster Imperil' [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the 'Better Imperil' [[ability]], increasing its effectiveness further.
**Thus, easiest to apply procs on multiple monsters.


====Niten====
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.
*Usable only by equiping katana in mainhand and wakizashi in offhand.
*Have partial benefits from 2H and DW.
**Domino strike limited to 5 monsters.
**Offhand damage but no parry bonus.
*For very new players (below lv. 100) or advanced (above Lv. 300) players only.
**It won't give any weapon proficiency and can hit at most 5 targets.


==Best Use of [[Stamina]]==
By now Melee styles should [[Item World]] their weapon(s) to ''<span title="Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.">Item World level 10</span>''. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don't have to land imperil on every single monster---getting most monsters imperiled is already an improvement.
'''[[Leveling]]''': [[Random Encounter]], [[Grindfest]], post-Lv220 [[Arena]]s


'''[[Credits]]''':  [[Arena]], [[Grindfest]] (With crystal [[Hath Perks]] and ability to play tons of rounds)
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.


'''[[Items]]/[[Equips]]''': [[Grindfest]], [[Item World]], [[Arena]], [[Ring of Blood]]
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].


==Regardless of Build==
==Regardless of Build==
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===[[Abilities]]===
===[[Abilities]]===
*'''Top priority''' goes toward all HP tanks followed by [[Item]] Slots, then MP tanks.
*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; this will change at about level 200. You can get more AP via Ability Boost [[training]].
*Invest in [[EXP]] tanks after a fair amount of Adept Learner [[training]].
*Invest in a few scroll slots and one infusion slot if you need them in regular strategy.
*Invest into SP tanks and [[overcharge]] boosts only if you're melee or level 200+.
*Elemental resistances should have the lowest priority.


===[[Spells]]===
{|class="wikitable" width="100%"
{| class="wikitable" width="100%" align="center"
!Ability
!Reason
|-
|-
! Name || Type || Access Level || Description
!colspan="2"|Top Priority
|- align="center"
|-
!colspan = "4" | Recommended Spells
|HP Tank || Increases health pool, massively increases survival.
|- align="center"
|-
| Cure || Curative || 10
|MP Tank || Increases mana pool, greatly useful.
| align="left"| Who doesn't like a spell to replenish health?
|-
|- align="center"
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.
| Weaken || Deprecating || 20
|-
| align="left"| Lowers monsters' damage and stops crits. Still useful at high level.
|Better Regen || Stronger and longer heal-over-time.
|- align="center"
|-
| Protection || Supportive || 30
|Better Protection || Solid survival boost.
| align="left"| Essential for heavy melee. Works better if your [[armor]] has high migitation (i.e. kevlar and heavy armors)
|-
|- align="center"
!colspan="2"|Second Priority
| Haste || Supportive || 40
|-
| align="left"| Essential for every type of build except bleeding.
|(Applicable [[Armor]] & [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.
|- align="center"
Mages can ignore Staff Damage and Staff Accuracy.
| Shadow Veil || Supportive || 50
|-
| align="left"| Essential for styles with high evade. i.e. mages and light melees
!colspan="2"|Recommended
|- align="center"
|-
| Regen || Curative || 70
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].
| align="left"| Evens out the HP recovery. It can replenish more health (in total) than Cure when you have more curative proficiency.
|-
|- align="center"
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.
| Imperil || Deprecating || 70
|-
| align="left"| Useful for both mages and melees to deal more damage. Won't stack with [[Equipment Procs|PA]] though.
|Stronger Spirit || Procs earlier and uses less SP per proc.
|- align="center"
|-
| Spark of Life || Supportive || 100
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).
| align="left"| Essential as to prevent defeats in any [[difficulty]].
|-
|- align="center"
|Better Shadow Veil || Decent survival boost, especially at lower levels.
| Silence || Deprecating || 110
|-
| align="left"| Effectively shut down monsters' MP/SP attacks. Especially useful against [[Ring of Blood]] monsters.
!colspan="2"|Optional
|- align="center"
| Arcane Focus || Supportive || 130
| align="left"| High-cost spell to boost magical damage. Usually cast with [[Fighting Styles#Any|channeling]] due to its cost.
|- align="center"
| Regen2 || Curative || 150
| align="left"| More powerful version of Regen. Longer duration and recovers more. Avoid casting it at the start of rounds as it has a longer cast time.
|- align="center"
| Heartseeker || Supportive || 170
| align="left"| High-cost spell to boost physical damage. Usually cast with [[Fighting Styles#Any|channeling]] due to its cost.
|- align="center"
| Spirit Shield || Supportive || 190
| align="left"| SP-saving compared to spark, and stays when it's activated. It won't prevent death though.
|- align="center"
!colspan = "4" | Optional Spells
|- align="center"
| Poison || Deprecating || 1
| align="left"| Lowers monsters' MP/SP regen rate, deals damage, and lowers their evade. Unfortunately the effect isn't powerful compared to specific spells like Weaken and Imperil.
|- align="center"
| Slow || Deprecating || 10
| align="left"| A good spell to slow down monsters, which means lower damage. Unfortunately it has the lowest duration.
|- align="center"
| Blind || Deprecating || 80
| align="left"| Lowers monsters' hit chance. Unfortunately not that useful compared to Silence, Weaken, and Imperil.
|- align="center"
| Cure II || Curative || 100
| align="left"| When Cure I is not enough.
|- align="center"
| X-nerf || Deprecating || 200
| align="left"| Useful for IWBTH [[Random Encounters]]. Only need 1 AP invested.
|- align="center"
| Magnet || Deprecating || 250
| align="left"| Against monsters with high resist/evade.
|- align="center"
!colspan = "4" | Substandard Spells
|- align="center"
| Sleep || Deprecating || 30
| align="left"| Monsters have 50% chance to wake up when they're hit.
|- align="center"
| Confuse || Deprecating || 60
| align="left"| Worse than Sleep.
|- align="center"
| Absorb || Supportive || 90
| align="left"| Most of the time it won't activate. Fairly useful for level 220+ [[arenas]] and [[gods]], as there are more monsters which can use magical attacks.
|- align="center"
| Spike spells || Supportive || 110+
| align="left"| Can proc [[Spells#Status_Effects|elemental status effects]] but otherwise deals very low damage. Only useful for grinding Supportive [[proficiency]]; only 1 is needed.
|- align="center"
| Nerf || Supportive || 150
| align="left"| Cost more than Weaken and does not stop crits.
|- align="center"
| Cure III || Curatice || 200
| align="left"| There's no chance you need that much HP.
|- align="center"
| Lifestream || Deprecating || 250
| align="left"| HP recovered is simply insufficient.
|}
 
===[[Auras]]===
*To utilize the Auras you're about to get through level 1-60 it's advisable to not release any auras that breaks from your primary build (Melee/Mage). By level 60 you'll end up with a maximum Rank Aura equal to 2 when Focus Aura I is unlocked; you can then spend 6 Aura points on your primary build's auras.
 
==Mage Builds==
*EDB-suffix or Destruction staff. High MDB or EDB for the elements you use.
**Preferably ebony if using elemental spells, katalox if using holy/dark spells
**oak if you primarily use holy spells
**redwood as a cheap alternative for new players
**MDB > EDB = Prof. Proc chance and duration preferably be 30-40%, 2-3 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.
 
*Phase gear of the element you use.
**proficiency gossamers (demon-fiend, heaven-sent, elementalists) can be used when you have insufficient fund, but that is not recommended as you get more offensive proficiency from your character.
**EDB > PAB = evade in general situation;
***AGI is the preferred additional PAB.
 
===Mage Stats===
(Does not include stats from [[equipment]])
 
{|class="wikitable"
!Stat
!Equal to
!Priority
|-
|-
|STR || Level * ~0.85 || Low
|Better Imperil || Increases damage done using Imperil, especially good for mages.
|-
|-
|DEX || Level * ~0.85 || Low
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.
|-
|-
|AGI || Level + a bit || Mid-high
|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 (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.
|-
|-
|END || Level || Mid
!colspan="2"|Substandard
|-
|-
|INT || Level + a bit || High
|Better Drain || Very weak increase in damage.
|-
|-
|WIS || Level + a bit || High
|Faster Drain || Already a fast [[spell]], still a long cooldown.
|}
 
===Mage Spells===
*Get at least 2 kinds of elemental AoEs before level 100
*Start getting Holy/Dark spells past level 150
**Soul harvest is not a priority till you're level 250+ (unless you need to fight RL with soul harvest)
**Soul fire/burst at level 250 to replace elemental spells (for non-elemental spell users against bosses)
 
===Mage [[Auras]]===
*Major: Violet, Indigo, Blue
*Minor: Green, Yellow
*Unimportant: Red , Orange
 
==Melee Builds==
*2-Handed mace/estoc "of Slaughter". High ADB and proc chance/duration.
**Ethereal mace/estoc at high level.
*For DW, club/axe on mainhand and rapier on offhand. Preferably with "of slaughter" suffix (high weapon damage) for mainhand weapon and "of nimble/balance" suffix (high parry chance/accuracy) for offhand weapon.
*Kevlar "of protection" or Shade "Of fleet/shadowdancer" gear for light melee.
*Plate, shield and power armor for heavy melee. Preferably with "of protection", "of barrier", "of balance" or "of slaughter" suffix.
 
===Accuracy===
*Should have around 100%+ accuracy before level 200.
**To ensure the attacks won't miss.
*Should aim for 150%+ accuracy after level 200.
**Against custom high PL monsters with high evade chance.
 
===Melee Stats===
(Does not include stats from [[equipment]])
 
{|class="wikitable"
!Stat
!Equal to
!Priority
|-
|-
|STR || Level + a bit || High
|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.
|-
|-
|DEX || Level || Mid
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.
|-
|-
|AGI || Level + a bit || Mid-high
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.
|-
|-
|END || Level + a bit || High
!colspan="2"|Discouraged
|-
|-
|INT || Level * ~0.7 || Low
|Better Blind, Faster Blind || Weaken is more useful.
|-
|-
|WIS || Level * ~0.9 || Mid
|Ether Theft || Already occurs as part of the Mage [[play style]].
|}
|}


===Melee [[Auras]]===
==[[Equipment Basics|Equipment]]==
*Major: Red, Orange
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].
*Minor: Green, Yellow
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable.  
*Unimportant: Blue, Violet, Indigo
*Equipments of a higher quality don't necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.
 
==Post-200 adjustments==
At level 200, you'll start facing monsters of any Power Level, mostly above PL 400. As a result, most of the fights will be significantly more difficult than pre-200. There's a few adjustments you can do:
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.
*Get better [[equipment]] (especially a better [[weapon]]).
*Utilize your deprecating spells and [[scrolls]] such as Weaken, Silence, and X-Nerf.
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.
*For melee players, use [[Skills#Universal_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.
*It may be wise to invest in an [[Innate Arcana]] slot if you haven't already.
 
==[[Equipment]]==
Principles for worthy equipments, in order of importance:
# Suitability to the playing style. (Refer to [[Equipment_Ranges|Equipment Ranges]] for max/min base values)
#* High weapon damage (''of slaughter'') for main-hand one-handed weapons (club, axe) and two-handed weapons
#* High parry chance for off-hand weapons (rapier, dagger, wakizashi)
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether theft]])
#* High MDB/EDB for staffs (ebony, katalox)
#* High EDB for phases
#* High evade/ADB for shade, high crit rate for ''of shadowdancer'' suffix
#* High mitigation (''of protection'') for kevlar, plate, shield, and power armor
#* High block rate for [[Shield_(Equipment)|shields]] and shield armor
#* High ADB for power armor of slaughter
# [[Ethereal]] weapons
#* Rare and worth more than normal equips because of [[void]] damage
# Rarity
#* Rare equips: scythe, wakizashi, katana, ebony staff, katalox staff, phase, shade, power
#* Common equips: axe, club, rapier, mace, estoc, oak, willow, gossamer, kevlar, shield
#* Very common equips: dagger, shortsword, longsword, redwood, cotton, leather, plate
# [[Equipment#Prefixes|Prefix]]
#* Better prefix produces better equips


==[[Items]]==
==[[Items]]==
*'''Utilize your potions. They're meant to be used, not for collection.'''
*'''Utilize your restoratives. They're meant to be used, not for collection.'''
*Save all [[Items#Tokens|Tokens of Blood]] after clearing each round of [[Ring of Blood]] once. After that use them exclusively to fight FSM.
**It is always safe to use an item since it takes 0 [[action speed]].
*For [[Items#Restoratives|potions]], save weaker ones for [[Combat#Recovering|recovering out of combat]] and use stronger ones (preferably Godly) for [[Character_Menu#Battle_Items|recovering in combat]].
**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.
*If [[trophies]] are your target, clear through higher-level [[arenas]] on Normal [[difficulty]]. Trophy [[drop rates]] do not change based on [[difficulty]] setting.
**Low level players can obtain free draughts from some players, check the WTS forum.
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.
**TT&T is second best, if you still have tokens to spare. It's a difficult fight, so be prepared and consider lowering your [[difficulty]].


==[[Monster Lab]]==
==[[Monster Lab]]==
*Make 1-2 monsters and get them to a fair [[PL]] (100+) before making any others.
*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't have them that frequently.
*Do not increase the INT of any non-Elemental monsters unless it is to inflate their PL.
**Remember that monsters who haven't given you a gift in 3 days will acquire one automatically.
**Likewise with the DEX of Elemental monsters.
**To maximize gifts, unlock as many monsters as you can.
*Don't spend too many [[credits]] on [[crystals]] at lower level.
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Affection > Fortitude > Brutality > Defense > Warding > Interception > (Everything Else)
*Check monsters every few hours for [[gifts]]. If they get very few wins check less often.
*Remember to name your monsters' [[Monster_Lab#Skill_Editor|special attacks]] or they won't be used in [[combat]].


==[[Hath Perks]]==
==[[Trophies]]==
===[[Auras#Spectral_Auras|Aura Perks]]===
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value.
Rainbow -> Black -> White
*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 far more than the bazaar pays.
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.


===[[Crystal]] Perks===
==[[Training]]==
Plausible if you play tons of rounds.
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.


===[[Innate Arcana]]===
==[[Equipment Shop]]==
Common selection:
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).
*1st: Haste
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It's usually better to buy directly from players on the WTS sub[[forums]].
*2nd: Shadow Veil/Protection


Shadow Veil/Protection can be substituted with SoL or SS when you'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 not be recast if you are below 25% and it is triggered.
==The [[Forge]]==
*The first 5 upgrade levels don't require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.
**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.
*Remember that stacking [[infusions]] increases their duration but not their effects.
*Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia [[shard]] to remove.
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).


==[[Bestiary#Gods|God]] Strategies==
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==
*Universal: Weaken, Slow, Imperil, Silence. If you don'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.
'''If you want to get an [[Equipment Basics|equipment]]'s link, mouse over it and press {{Keypress|C}}.'''
*Check if you have sufficient deprecating proficiency to keep all the debuffs on.
*Make sure Caps Lock is off and popups are enabled.
*Mages:
**Armor: Use those which boosts your damage in specific element. Heaven-sent/heimdall for FSM, demon-fiend/fenrir for IPU. Fox (soul spells) or elementalist (magic missile) for RL.
**Weapon: Preferably a destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.
**Strategy: Use the strongest AOE spell. Banish for FSM, pestilence or Ragnarok for IPU, soul harvest/magic missile for RL. You can also use infusions to raise the spell's power.
*Melee:
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you'll receive more damage.
**Weapon(s): Void weapon is recommended (either ethereal weapon or use 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.
**Strategy: Just beware of the health left. Always keep silence on.
 
==Grinding [[Proficiencies]]==
Proficiency grinding is needed for deprecating, supportive and curative proficiency only if they are below 50-75% of your level. Most of the time offensive (weapon, spell) proficiency don't need to be grinded as they should be close to your level. When grinding magic proficiencies it is recommended to use a weapon with as much mana conservation as possible.
*'''Weapons''' - Go into a high [[difficulty]] [[Quality|crude]] equipment's [[Item World]] and go for as long as you can.
*'''Armors, Elemental''' - Same as above but on Easy [[difficulty]].
**Remember that you still gain armor proficiency when you evade so there's no harm in using Shadow Veil, etc.
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.
*'''Curative''' - Spam Cure I.
*'''Supportive''' - Spam a Spike spell.
*'''Deprecating''' - Spam Weaken / Imperil.
**Remember that you still gain deprecating proficiency when you fail to curse weave.
*'''Divine, Forbidden, Spiritual''' - Spam Purge and Pestilence (alternating each turn).
 
==[[Trophies]]==
*Since the equipment stats are [[Level_Scaling|scaled to your level]], you can turn these in for equipment or sell them any time you want. There is no real point in holding them.
 
==[[Training]]==
*Train Adept Learner to ~100-150.
*Train [[Ability]] Boost to ~50.
*Fully train Refined [[Aura]] by level 200 if you need the extra [[EXP]] bonus.
**Otherwise, the bonus from the third/fourth refined aura may be insufficient to cover the cost.
*Fully train Pack Rat as your item consumption dictates.
*Train 2-3 ranks of Assimilator if you are power-leveling.
*Keep Scavenger higher than Archaeologist, LotD, and Quartermaster until level ~150-200. Then keep them balanced (cost-wise).
*Misc Posting does nothing and Power Tank does almost nothing for you in HV.
*Set Collector isn't useful until much later on.


==See also==
==See also==
*[[HentaiVerse FAQ]]
*[[HentaiVerse FAQ]]
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]
*[[HentaiVerse Advice Advanced]]


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Latest revision as of 21:14, 13 August 2025

Important disclaimer

Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.

For help with shortened terms see the acronyms page. For extra help see HentaiVerse Advice Advanced or Ask The Experts.

Pre-Level 100

Don't invest too heavily into any Play Styles or Fighting Styles just yet. Keep stats balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment.

Level 101-309

Fighting Style Summaries

Around level 100 it's best to stick to one style at a time. Viable options are:

  • One hand style (1H)
    • Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.
    • Off hand: Shield. Block is the most important stat, the higher the block the better.
    • Armors: Heavy (Light works at low levels)
    • Good style overall. Many players find this the easiest to play on high difficulty at lower level.
    • Deals strong single target damage with counter-attacks providing some AoE.
    • Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it's not recommended after this point.
    • 'Vital Strike' does great single target damage against System Monsters such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have spirit stance on as well.
    • Against normal enemies it's best to use your overcharge to stay in spirit stance.
    • Don't be afraid of the high burden and interference. That's how 1H with heavy armor works.
  • Dual Wield (DW)
    • Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives 'stun' (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.
    • Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn't give 'penetrated armor', it's best to use an off hand weapon that does (i.e. rapier)
    • Armors: Light
    • Highest melee damage vs single targets, some AoE with Fighting skill 'Frenzied Blows', and slightly less defense than 1H.
    • Can take advantage of 2 different procs (e.g. stun and penetrated armor) because of offhand strikes.
    • You need to manage your overcharge and use 'Frenzied Blows' to maximize your damage.
    • Can reach very high parry chance, but weaker against magic attacks.
    • Imperil is needed (if available) for schoolgirls and other System Monsters, but not for normal monsters
  • Mage
    • Main hand: Staff
    • Off hand: -
    • Armors: Cloth
    • Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.
    • Below level 310 you won't be able to spam the 'imperil' spell which you need to play at higher difficulty.
    • Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.
    • Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
    • Fire and cold are the cheapest options, but slightly weaker end-game.
    • Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.
  • 1H Mage
    • Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)
    • Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon
    • Armors: Cloth
    • You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.
    • Still very good AoE damage, but somewhat lacking against System Monsters.
    • Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the 'Faster Imperil' ability does not come until level 310, and that makes this style much more pleasant to play.
    • Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
    • Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.
  • Two Hand (2H)
    • Main hand: 2H weapon. Ethereal prefix is recommended.
    • Off hand: -
    • Armors: Light
    • Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn't compensate for it by giving high damage.
    • Mace, with its stuns, is the least bad option.
    • Easiest style to apply procs on multiple monsters
  • Niten Ichiryu (NI)
    • Main hand: Katana
    • Off hand: Wakizashi
    • Armors: Light
    • Partial benefits from 2H and DW:
      • Domino Strike limited to 5 monsters.
      • Offhand damage but no parry bonus.
    • This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty.
    • With full balance (crit chance) gear, NI stacks Bleeding Wound incredibly quickly.

Continue to keep stats relatively balanced except for INT (unless maging) and replace your gear every ~30 levels. Gear of your own level is better since you will not be soulfusing for a while. Getting level 10 potency in Item World gives a nice offensive boost for melee weapons.

Leveling Adjustments

As you progress in levels you'll start facing monsters with increased Power Levels, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There's a few adjustments you can do:

  • Lower your difficulty setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.
  • Get better equipment (especially a better weapon). Do not worry if its a few levels lower than you, the stat difference isn't that big.
  • Utilize your deprecating spells such as Weaken, Silence, and Sleep.
  • Use more buffs, such as Haste, Protection, Shadow Veil, etc.
  • It may be wise to invest in an Innate Arcana slot if you haven't already. The first slot costs 50 hath.
  • Make sure your accuracy is at least 100% to ensure your attacks won't miss. Further accuracy up to 194.8% reduces monsters' chance to evade your attacks.

Level 310+

Same styles remain viable. But some things change because level 310 allows maxing out the 'Faster Imperil' ability which lets you spam imperil with no cooldown. Level 330 allows maxing the 'Better Imperil' ability, increasing its effectiveness further.

Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.

By now Melee styles should Item World their weapon(s) to Item World level 10. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don't have to land imperil on every single monster---getting most monsters imperiled is already an improvement.

Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.

For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The skills Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much overcharge.

Regardless of Build

The following are universal regardless of whether you choose a melee or a mage build.

Abilities

  • 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 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; this will change at about level 200. You can get more AP via Ability Boost training.
Ability Reason
Top Priority
HP Tank Increases health pool, massively increases survival.
MP Tank Increases mana pool, greatly useful.
Better Cure Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.
Better Regen Stronger and longer heal-over-time.
Better Protection Solid survival boost.
Second Priority
(Applicable Armor & Weapon abilities) Improve with proficiency and work well with the fighting style to which they belong.

Mages can ignore Staff Damage and Staff Accuracy.

Recommended
Better Mana Pots Mana is the most recommended type of restorative to bring into battle.
Better Haste Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.
Stronger Spirit Procs earlier and uses less SP per proc.
SP Tanks Good for melee (to use Spirit Stance more) or once Spark of Life / Spirit Shield become available (also useful for mage).
Better Shadow Veil Decent survival boost, especially at lower levels.
Optional
Better Imperil Increases damage done using Imperil, especially good for mages.
Faster Imperil Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.
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 (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.
Substandard
Better Drain Very weak increase in damage.
Faster Drain Already a fast spell, still a long cooldown.
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.
Better Slow Replaceable with Better MagNet once the MagNet spell becomes available.
Mind Control Both spells are not highly useful even when they break less often.
Discouraged
Better Blind, Faster Blind Weaken is more useful.
Ether Theft Already occurs as part of the Mage play style.

Equipment

  • Low level players should look for free or cheap equipment in the WTS subforum.
  • If you have a piece of equip that you want to use for a long time, you can soulfuse it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable.
  • Equipments of a higher quality don't necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the Equipment_Ranges to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.

Items

  • Utilize your restoratives. They're meant to be used, not for collection.
    • It is always safe to use an item since it takes 0 action speed.
    • 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.
    • Low level players can obtain free draughts from some players, check the WTS forum.
  • Tokens of Blood used for fighting FSM give the best return on investment. Clear all the Ring of Blood challenges only once for their credit bonuses.
    • TT&T is second best, if you still have tokens to spare. It's a difficult fight, so be prepared and consider lowering your difficulty.

Monster Lab

  • 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't have them that frequently.
    • Remember that monsters who haven't given you a gift in 3 days will acquire one automatically.
    • To maximize gifts, unlock as many monsters as you can.
  • Funny monster names are recommended. Do not use the same name with numbering or gibberish.

Trophies

  • You can turn these in for equipment or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value.
  • 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 far more than the bazaar pays.
  • Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.

Training

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.

Equipment Shop

  • Clicking on the padlock () next to a piece of equipment prevents it from being sold ().
  • Most gear in the bazaar will be very high level or of Average quality (or lower). It's usually better to buy directly from players on the WTS subforums.

The Forge

  • The first 5 upgrade levels don't require bindings (but may cost Rare Materials), thus making them relatively cost effective.
    • 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.
  • Remember that stacking infusions increases their duration but not their effects.
  • Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia shard to remove.
  • Soul Fragments should almost never be bought. They can be easily farmed by clearing Random Encounters (regardless of difficulty).

Very Important Hotkey!

If you want to get an equipment's link, mouse over it and press C.

  • Make sure Caps Lock is off and popups are enabled.

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools