HentaiVerse Advice
This page is for general HentaiVerse playing advice. For help with shortened terms see the acronyms page. For extra help beyond this wiki simply Ask The Experts.
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Pre-Level 200
First of all, welcome to the HentaiVerse.
In HentaiVerse, you can play different styles (See Play Styles and Fighting Styles). The equipment you use determines which style you play. Feel free to try them out a bit. However, in the current version of HentaiVerse, there is one style that is easier to play at low level.
Below level 200, you can best play Two-Handed, with light armors. One-Handed with a shield and light armor works too. These have the best survivability, which will allow you to do higher difficulties much earlier than other playstyles. Higher difficulties mean more income and better drops. Mages are not recommended for new players because it is a glass canon playstyle that requires very good gear and skills to kill enemies quickly before they can kill you. You can play mage, but you will have a hard time playing at higher difficulties.
Keep stats balanced except for int and replace your gear every 30 levels or so. Gear at your own level is better than gear lower than your level.
All playstyles require investment in supportive spells (e.g. Cure, Regen, and Protection).
Level 200-320
You're getting the hang of it now. Monsters get much stronger. There is a style that works far better than all other styles in this level range. One-Handed, with a rapier and a shield with high block chance. Rapier is by far the best choice of weapon, preferably "of Slaughter" or "of Balance". Best shield is force shield, but all that matters is the block chance - the higher the better.
Heavy armor is advised, more specifically Power Armor. Best choice at this level is Power of Protection. Power of Slaughter does more damage, but is more expensive and gives less protection.
Orbital Friendship Cannon is also recommended at this point.
Mage is still not recommended, because the ability "Faster Imperil" isn't available before level 310. Mages need to use the skill "imperil", unless they have very good and very expensive equipment. At this level range it's practically impossible to get these.
Above level 320
Mage is now an option. But rapier of slaughter with force shield and power of slaughter armors is still a very good option as well. Mage is a bit faster but much more expensive and there's a good chance you will die regularly.
Style Specific Advice
Mage
- Only use Cloth/Phase armor and Staves.
- Can cast spells of every damage type except Void.
- Can cast AoE spells which can hit multiple monsters on the field.
- Can take advantage of elemental explosions.
- Have 0 interference and very little burden.
- Lowest damage mitigation
- Orbital Friendship Cannon is useless
Melee
Light Armor
- Leather armor : Medium mitigation, burden, and interference. Low piercing mitigation, low evade.
- [Shade armor] : Increases attack damage, zero burden, more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation.
Heavy Armor
- Highest mitigation but also the most burden and interference.
- Has a variant which increases attack damage (Power armor).
1H
- Can use shields for extra block chance at the cost of more burden and interference.
- Can further boost block chance via Shielding prefixed armor.
- Overwhelming Strikes fighting skill increases damage, accuracy, and parry chance.
- Counter-Attack increases Overcharge, allowing you to use Fighting Skills more often. Eventually, this will enable you to keep in Spirit Stance permanently during battles
- Orbital Friendship Cannon is very useful
DW
- Highest damage versus single targets. Good for high difficulty Ring of Blood and legendary Arena challenges.
- Can take advantage of 2 different procs (e.g. stun and penetrated armor) because of offhand strikes.
- Final fighting skill can hit multiple targets.
- Relies mostly on evade/parry for survivability.
- Best attack speed and crit chance, but relatively low survivability.
2H
- Domino Strike has the chance to hit multiple targets.
- Easiest style to apply procs on multiple monsters.
Niten
- Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.
- Partial benefits from 2H and DW.
- Domino Strike limited to 5 monsters.
- Offhand damage but no parry bonus.
- Generally only good for new (below lv.100) or advanced (above lv.300) players.
- Does NOT give any weapon proficiencies, but benefits from existing ones.
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 are the most recommended type of restorative to bring into battle |
| 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. |
| 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 (approximately level 150+) as SP attacks deal a lot of damage and can one 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 |
Mage Builds
Mage Philosophy
- Glass Cannon: kill them faster than they kill you.
- Uses primarily damage and evasion stats.
- Fairly expensive to be powerful.
Mage Getting Started
- Step 1: The long boring grind
Get Hoverplay Script and set it up to spam T3/2/1 on Hover. Equip some exq+ phase of element and cotton of elementalist, set difficulty to hell and just spam elemental spells to gain proficiency. This may take a couple of weeks of just spamming spells in Arena. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on WTS. About 2-5k each should do it for a while.
- Step 2: Gearing up
While you're spamming away for proficiency, go on the lookout for decent (not top grade just yet) Legendary Phase of your element and either a Legendary 'your element' Redwood or Willow Staff of Destruction on the auctions. As the market is right now, you should be able to get a base set going for around 1m-5m credits. Once you get an armor piece, switch back to 1H and IW it to get Juggernaut Potency (5 is best of course, but if you don't have enough Amnesia Shards, 3 or 4 may work as well). Once the piece is IWed go back to step 1. This is also the step where you should decide if you want to go with 4 Phase + 1 proficiency cotton or 3 phase + 2 proficiency cotton. End goal is to get to at least 0.68 proficiency factor
- Step 3: We're getting somewhere
Once your effective elemental proficiency goes above your player level it's time to actually do something with it. By now you should have some stuff from Step2, so ramp up the difficulty a bit and include Imperil as you'll have to get up that prof as well to be effective (seriously, the difference is ridiculous). Start each round with imperiling the mobs then cast T3 spell. Finish off with T2/1 spell. Your MP consumption will steeply ramp up at this point (you're actually spending more mana on Imperil than damage spells), so check that you have enough potions. You'll likely gain more prof in deprecating than elemental per battle at this point. It is advised to get the proficiency hath perk for your element at this stage.
- Step 4: Looking forward
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW'ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every little spell you cast so go ahead and try what you can do. This is the point where forging gets horribly expensive.
Mage Weapon
- EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use.
- Preferably Willow/Redwood if using elemental spells, Katalox if using holy/dark spells
- Oak if you primarily use holy spells.
- Redwood is the cheapest alternative for new players.
- MDB > 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.
Mage Armor
- Matching Phase gear of the element you use, with a prefix if you can get it. Recommended to stick with one element.
- 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.
- EDB > PAB ≥ Evade, generally speaking.
Mage Stats
(Does not include stats from equipment).
| Stat | Equal to | Priority |
|---|---|---|
| STR | Can be kept at 0 | Lowest |
| DEX | Level * ~0.2 | Low |
| AGI | Level * ~0.9 | Mid |
| END | Level * ~0.9 | Mid |
| INT | Level + a bit | High |
| WIS | Level + a bit | High |
Mage Abilities
- Optional: Better Arcane Focus.
- Holy/Dark Builds: Spirit Theft, Dark Imperil, Holy Imperil.
- Elemental Builds: Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).
- Discouraged: Staff Damage, Staff Accuracy; you rarely melee and the damage is negligible compared to your spells.
Melee Builds
Melee Philosophy
- Efficiency and enduring attacks.
Recommended Combos
- 2H Weapon + Light Armor at low levels
- DW Weapons + Light Armor or DW Weapons at low levels + Shade armors at higher levels
- 1H Weapon + Shield + Light armors at low levels or 1H/Shield + Power armors at higher levels
Melee Weapon
- Ethereal versions of weapons are always preferable, especially at higher levels.
- 1H: Rapier of Slaughter with a Force Shield with high Block chance.
- 2H: Mace/Estoc "of Slaughter" with high attack damage and proc chance/duration.
- DW: Rapier in your main hand for damage and Wakizashi in your offhand for the high parry chance. Preferably with "of Slaughter" suffix for main hand weapon and "of Nimble" suffix for offhand weapon. Some combinations include:
- Club+Rapier
- Club of Slaughter + Rapier of Nimble - Not viable. The chance to inflict Penetrated Armor is low.
- Club of Nimble + Rapier of Nimble - Not viable. Too little ADB.
- Club of Slaughter + Rapier of Balance - Good offensive combination but lacks defense.
- Rapier+Wakizashi
- Rapier of Slaughter + Wakizashi of Nimble - Plays closer to 1H (less healing used). High Parry due to DW's Parry bonus. Good for Grindfest.
- Rapier of Slaughter + Wakizashi of Swiftness - Another combination that plays like 1H.
- Rapier of Slaughter + Wakizashi of Balance - The most offensive DW combo.
- Rapier of Nimble + Wakizashi of Nimble - The most defensive DW combo. Less damage due to low ADB.
- Rapier of Balance + Wakizashi of Balance - Not recommended. Somewhat works if combined with a Shadowdancer set.
- Rapiers/Estocs have the penetrated armor proc which lowers the enemy'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.
Melee Armor
- Light: Leather "of Protection" or Shade "of Fleet/Shadowdancer" gear and with the "Agile" prefix if possible.
- Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation.
- Heavy: Preferably with "of Protection", "of Barrier", "of Balance" or "of Slaughter" suffix and with the "Mithril" prefix if possible.
Accuracy
- Should have around 100%+ before level 200 to ensure the attacks won't miss.
- Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.
- Accuracy above 200% has no use
Melee Stats
(Does not include stats from equipment).
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.
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level + a bit | High |
| DEX | Level + a bit | High |
| AGI | Level ± a bit | (Mid-low/High depending on builds) |
| END | Level + a bit | High |
| INT | Level * ~0.7 | Lowest |
| WIS | Level | Mid |
Melee Abilities
- Recommended: Better Heartseeker.
- Optional: Better Silence.
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 scrolls and deprecating spells such as Weaken, Silence, and Imperil.
- 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.
Equipment
Principles for worthy equipment, in order of importance:
- Suitability to the playing style (refer to 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, Wakizashi)
- Alternatively, high attack accuracy so procs will occur more often
- High chance/duration/damage for procs (bleeding, stun, penetrated armor, ether tap)
- High MDB/EDB for staffs (Katalox)
- High EDB for Phase armor
- High evade/ADB for Shade, high crit rate for of Shadowdancer suffix
- High mitigation (of Protection) for Plate and Power armor
- High block rate for shields and Shielding prefixed armor
- High ADB for Power armor of Slaughter
- Ethereal weapons
- Rare and worth more than normal equips because of void damage
- Rarity
- Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force
- Prefix
- Better quality produces better equips
- Primary Attribute Bonuses
- Make sure the equips have the best PAB for specific styles.
- INT/WIS for mage builds.
- STR/END/DEX for melee builds.
- Make sure the equips have the best PAB for specific styles.
Low level players should look for free or cheap equipment in the WTS subforum.
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.
- Remember that token, trophy, and artifact drop rates are not affected by difficulty so fighting on Hard is fine for farming them.
- Tokens of Blood used for fighting FSM/TT&T give the best return on investment. Clear all the other Ring of Blood challenges only once for their credit bonuses.
- Consider TT&T only if you are capable of beating it at PFUDOR difficulty.
Monster Lab
- Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.
- Don't use happy pills instead of crystals until you have stronger monsters (PL 400+).
- For Chaos Upgrades: Scavenging > Fortitude > Swiftness > Brutality > Dissipation > (Everything Else)
- Remember that all chaos upgrades slow a monster's morale drain rate.
- 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.
- Remember to name your monsters' special attacks or they won't be used in combat. Tip: Funny monster names are recommended. Do not use the same name with numbering for all.
- 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.
Hath Perks
Tank/Regeneration
Resplendent Regeneration -> Effluent Ether -> Vigorous Vitality -> Suffusive Spirit1
EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so restorative items still recover the same amounts.
1 - Mages can skip SS as it carries no benefit for them.
Crystal Perks
More valuable the more rounds you can survive in Grindfest (minimum 200+).
Innate Arcana
- 1st: Spark of Life
- 2nd: Spirit Shield
- 3rd: Haste/Shadow Veil
Spark of Life is less nesecary when playin on low difficulty. 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 its effect is triggered.
Ring of Blood Strategies
- Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.
- Mages:
- Strategy: Don't play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. 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 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.
- Strategy: Just beware of the health left. Always keep Silence on.
Grinding Proficiencies
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.
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.
- Weapons - Use a weak weapon to increase the amount of hits it takes to kill a monster
- Armor - Fight as many monsters as possible, so that more will attack you.
- 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's own rewards.
- 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.
- Supportive - Spam Cure. Protection is also viable.
- Deprecating - Spam Weaken.
- Elemental - Spam any elemental tier 1 spells.
- Divine - Spam Smite.
- Forbidden - Spam Corruption.
Trophies
- 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.
- 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.
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.
- Train Adept Learner to ~100.
- 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.
- 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).
- Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.
- Set Collector isn't useful unless you have enough equipment and want to try different play styles.
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.
- 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.
- Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.
- Salvage high quality common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.
- 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)
- Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia shard to remove.
- Remember that stacking infusions increases their duration but not their effects.
- Soul Fragments should almost never be bought. They can be easily farmed by clearing Random Encounters (regardless of difficulty).