Very Important Hotkey!
If you want to get an equipment's link, mouse over it and press 'c'.
- Make sure your Caps Lock is off and enable popups for your browser.
Keep stats balanced, do not invest in a build unless you are certain. Determine which play style you think best suits you.
Picking Your Role
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).
- Use cloth armor and staffs only.
- 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.
- Are most vulnerable to attacks.
- Do not need to deal with interference.
- Medium mitigation, burden and interference.
- Has variants which increase mitigation and evade/attack damage/remove burden (Shade armor).
- Highest mitigation, but also more burden and interference.
- Has a variant which increases attack damage (power armor).
- Can use shields for extra block chance but have to deal with more burden and interference.
- Can further boost block chance via Shielding prefixed armor.
- Overwhelming Strike to increase damage, accuracy and parry chance.
- Highest damage vs. single targets. Good for high difficulty Ring of Blood and legendary Arenas.
- Can take advantage of 2 procs (e.g. stun and penetrated armor) with offhand strikes.
- The final fighting skill can hit multiple targets.
- Domino Strike has the chance to hit multiple targets.
- Thus easiest to apply procs on multiple monsters.
- Usable only by equipping a Katana in mainhand and a 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.
- Does NOT give any weapon proficiency and can hit at most 5 targets.
Regardless of Build
The following are universal regardless of whether you choose a melee or a mage build.
- Top priority goes toward all HP tanks followed by MP tanks.
- Next highest should be armor and weapon abilities.
- Invest into SP tanks only if you're melee or once you start using Spark of Life.
- 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.
- EDB-suffix or Destruction staff. High MDB or EDB for the elements you use.
- Preferably ebony/redwood 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%, 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.
- Phase gear of the element you use. With a prefix if you can get it.
- Proficiency Gossamers (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but less recommended as you get higher in proficiency.
- EDB > PAB = Evade, generally speaking; AGI is the preferred additional PAB after INT and WIS.
(Does not include stats from equipment)
|STR||Level * ~0.8||Lowest|
|DEX||Level * ~0.9||Low|
|AGI||Level * ~0.9||Low-Mid|
|END||Level + a bit||Mid|
|INT||Level + a bit||High|
|WIS||Level + a bit||High|
- 2H: Mace/Estoc "of Slaughter". High ADB and proc chance/duration.
- Ethereal versions of above at higher levels.
- 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.
- Leather "of Protection" or Shade "of Fleet/Shadowdancer" gear for light melee. "Agile" prefix if you can get it.
- Plate and Power armor for heavy melee. Preferably with "of Protection", "of Barrier", "of Balance" or "of Slaughter" suffix. "Mithril" prefix if you can get it.
- Should have around 100%+ accuracy before level 200 to ensure the attacks won't miss.
- Should aim for 150%+ accuracy after level 200 against high PL custom monsters that have high evasion.
(Does not include stats from equipment)
|STR||Level + a bit||High|
|AGI||Level + a bit||Mid|
|END||Level + a bit||High|
|INT||Level * ~0.8||Lowest|
When you progress in level, you'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'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 scrolls and deprecating spells such as Weaken, Silence, and X-Nerf.
- Understand which monsters are more difficult to deal with and their strengths/weaknesses.
- For melee players, use 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.
Principles for worthy equipments, 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, Dagger, Wakizashi)
- Alternatively, high attack accuracy so proc will appear more often
- High chance/duration/damage for procs (bleeding, stun, penetrated armor, ether tap)
- High MDB/EDB for staffs (Katalox)
- High EDB for Phases
- High evade/ADB for Shade, high crit rate for of Shadowdancer suffix
- High mitigation (of protection) for Kevlar, 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
- Rare equips: scythe, Wakizashi, Katana, Katalox staff, Phase, Shade, Power
- Common equips: Axe, Club, Rapier, Mace, Estoc, Gossamer, Kevlar
- Very common equips: Dagger, Shortsword, Longsword, Oak, Willow, Redwood, Cotton, Leather, Plate
- Better quality produces better equips
- Primary Attribute Bonuses
- Make sure the equips have the best PAB for specific styles!
- INT/WIS for mage build.
- STR/END/DEX for melee build.
- Make sure the equips have the best PAB for specific styles!
- Utilize your potions. They're meant to be used, not for collection.
- Save all Tokens of Blood after clearing each round of Ring of Blood challenge once. After that use them exclusively to fight TT&T.
- If trophies are your target, clear through higher-level (225+) arenas on Normal difficulty. Trophy drop rates do not change based on difficulty setting.
- Make 1-2 monsters and get them to a fair PL (100+) before making any others.
- Do not increase the INT of any non-Elemental monsters unless it is to inflate their PL.
- Don't spend too many credits on crystals at lower levels, remember you need better food for stronger monsters.
- For Chaos Upgrades: Scavenging > Fortitude > Swiftness > Brutality > (Everything Else)
- You can check for gifts as often as you want but remember that at least 1 hour is needed for new gifts and weaker monsters likely won't have gifts that frequently.
- Remember to name your monsters' special attacks or they won't be used in combat.
Resplendent Regeneration -> Effluent Ether -> Vigorous Vitality -> Suffusive Spirit
Plausible if you play tons of rounds.
- 1st: Haste
- 2nd: Shadow Veil/Protection
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield 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.
Ring of Blood Strategies
- 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.
- Check if you have sufficient deprecating proficiency to keep all the debuffs on.
- Armor: Use those which boosts your damage in specific element. Heaven-sent/Heimdall for FSM, Demon-fiend/Fenrir for IPU.
- 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 spells of the school(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell's power.
- 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.
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 ground 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 crude equipment's Item World and go for as long as you can.
- Armors, Elemental - Same as above but on Normal 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.
- Supportive - Spam Cure.
- Deprecating - Spam Weaken.
- Divine - Spam Smite.
- Forbidden - Spam Corruption.
- Since the equipment stats are 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.
- Train Adept Learner to ~100-150.
- Train Ability Boost as much as possible unless you have no more active abilities to upgrade.
- Fully train Pack Rat as your item consumption dictates.
- Invest in a few scroll slots and one infusion slot if you need them in regular strategy.
- Train 2-3 ranks of Assimilator if you are power-leveling. If you're always reaching the proficiency cap in your primary offensive proficiency don't train it further.
- Keep Scavenger higher than Archaeologist, LotD, and Quartermaster until level ~150-200. Then keep them balanced cost-wise.
- Misc Posting does nothing for you in HV.
- Set Collector isn't useful until much later on (when you have enough equipments and want to try different play styles).
|Character||Menu||Stats • Training • Settings|
|Abilities||Skills • Spells (Spell Damage) • Spirit Stance|
|Levels||Experience Points • Leveling Up • Ranks • Level and Rank Table|
|Info.||Action Speed • Overcharge • Proficiencies • Stamina|
|Bazaar||Monster Lab (Monster Stats • Bestiary) • Shrine • MoogleMail|
|Equipment||Fighting Styles • Prefixes • Suffixes • Interference • Burden • Level Scaling • Ranges • Procs • The Forge|
|Items||Loot Drop Rolls • Obsolete Items|
|Battles||Modes||Random Encounter • Arena • Ring of Blood • Grindfest • Item World|
|Info.||Bestiary • Damage Types • Damage (Physical Damage) • Enemy Procs • RiddleMaster|
|Misc.||Currency||Credits • Credit Transfer • Hath • Hath Perks|
|Strategy||Advice • Play Styles|
|System||Dawn of a New Day • Bugs • Technical Issues • FAQ • Hotkeys • Scripts & Tools|