HentaiVerse Advice Advanced

From EHWiki
Jump to: navigation, search

Melee Builds

Melee Weapon

Do note that the following are general guidelines to help you choose your weapons. These are not absolute rules about what is good or what is bad.

Keep in mind that every player has his own preferences/tastes, so please do not label given equipment as better or bad when giving advice yourself and be wary of higher level players who may attempt to bend your choices by doing so.

  • Ethereal versions of "bigger" weapons (axe, club, all two-handed) are usually preferred for builds that require as much evade as possible, as they have no Burden. It does not mean that other ones are bad/inferior.
  • Elemental versions are usually preferred for smaller weapons (Burden<=7: rapiers, shortswords, wakizashis), as you can negate their Burden and Interference completely with a Featherweight Shard.
  • Rapiers/Estocs have a low base damage output, but the Penetrated Armor can lower the monster's Physical Mitigation by 25~75%.
  • Rapiers and Estocs are the go-to choice for their ease of play, as they don't need particular equipment setups/gameplay strats to perform well.
  • Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.
  • Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster's Physical Mitigation
  • Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the Bleeding Wound proc is rather weak if used alone.
  • While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.
  • These builds/strats can't be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.
  • 1H: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).
  • While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.
  • A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.
  • Kite Shields are usually discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.
  • Imperil 1H: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.
  • This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables
  • 2H: There are no particular better choices. Following the general weapon choice guidelines is enough.
  • Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay
  • Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with Consumables
  • At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use Voidseeker Shards to deal with your lack of accuracy on top of dealing void damage
  • Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.
  • Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster's physical mitigation at higher levels (this can be handled with Imperil or holy spells)
  • Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output
  • DW: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.
  • Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.
  • Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense.
  • Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense
  • Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the FUS RO DAH skill.
  • Do note that while Shortswords are not mentioned in any of the previous setups, that doesn't mean that they're not fit play DW.
  • In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.
  • Niten: It's all about what Katana and what Wakizashi you will use. There is no particular better setup.
  • Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.
  • Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.

Melee Armor

  • Light: Leather "of Protection" or Shade "of Fleet/Shadowdancer" gears are suggested. If possible, Reinforced prefix on Leather and Savage prefix on Shades.
    • Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.
  • Heavy: For lower levels, "of Protection" in combination with "of Warding" suffix is prefered. At high levels, "of Slaughter" suffix is faster. "Savage" prefix gives offensive bonus, but any elemental prefix is better for defense. "Ruby" and "Zircon" provide a bit more safety against average pool of monsters.

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. The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.

Stat Equal to Priority
STR Above your level High
DEX Above your level High
AGI Above your level (Mid-low/High depending on builds)
END Above your level High
INT Level * ~0.7 Lowest
WIS Around your level Mid

Melee Abilities

  • Recommended: Better Heartseeker.
  • Optional: Better Silence.


  • Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.
  • Accuracy above 200% has no use

Mage Builds

Mage Getting Started

Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on WTS. It is advised to train 1 to 5 levels of Assimilator training.

  • Step 2: Gearing Up

Go on the lookout for decent Legendary Phase of your element and a matching staff (see Mage Weapon) on the auctions. Once you get an armor piece switch back to 1H and Item World it to get Juggernaut Potency (at least 3 stacks). 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 proficiency factor of at least:

Mage build Imperil style Prof factor
Elemental Imperil 0.7 (minimum viable) - 0.79 (optimum)
Dark Imperil 0.8
Dark No imperil 1.0
Holy No imperil 1.0

You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:

  • step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]
  • step 2: [Full forged prof] = [Equip base prof] * 1.342
  • step 3: [Level 500 equip prof] = [Full forged prof] * 15
  • step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]
  • step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1
  • Step 3: Getting Somewhere

Once your effective elemental proficiency goes above your level it's time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the difficulty a bit and include Imperil as you'll have to get up deprecating proficiency as well to be effective. Start each round with imperiling then cast a T3 spell. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you're likely spending more mana on Imperil than damage spells), so check that you have enough potions. 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 spell you cast so go ahead and try what you can do. This is the point where Forging gets relatively expensive.

Mage Weapon

  • EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use.
    • Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for Holy spells, Willow/Katalox for Dark spells.
    • Redwood is the cheapest alternative for new players.
    • MDB > EDB ≥ Proficiencies
    • Try to find a prefix, slot name and suffix combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren't. Destruction suffix is considered as a jolly when possible.

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) to get the proficiency factor you need (0.68 for elemental mage).
  • EDB > PAB ≥ Evade, generally speaking.
  • Charged prefix increases survival chance

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

note: adding STR increases spirit, but that does not improve Spirit Shield

Mage Abilities

  • Recommended: Cloth armor abilities, Staff magic damage, Better Arcane Focus.
  • Holy Build: Holy spells, Holy Imperil, Spike Shield (type to your own taste)
  • Dark Build: Dark spells, Dark Imperil, Spike Shield (type to your own taste).
  • Elemental Builds: Elemental spells, 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; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.


Principles for worthy equipment, in order of importance:

  1. 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 (Rapier, Club) 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
    • High EDB for Phase armor
    • High Evade/ADB/PABs for Shade, high Crit rate for of Shadowdancer suffix
    • High ADB for Power armor of Slaughter
    • High mitigation (of Protection) for Plate and Power armor
    • High Block rate for shields and Shielding prefixed armor
  2. Ethereal weapons
    • Rare and worth more than normal equips because of Void damage
  3. Rarity
    • Rare equips: Phase, Shade, Power, Force
  4. Prefix
    • Better quality produces better equips
  5. 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. Also AGI if the melee plays with Shade armors.

Hath Perks

Stat Perks

Vigorous Vitality -> Effluent Ether

  • VV/EE increases your base HP/MP, so restorative items will have a greater impact.
  • Melee can skip EE as it carries no major benefit for them.

Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.

Innate Arcana

  • 1st: Spark of Life
  • 2nd: Spirit Shield
  • 3rd: Haste/Shadow Veil/Protection

Spark of Life is less necessary when playing 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. Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.

Damage Perks

The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income.

Proficiency Perks

For mages: Elemental proficiency perk for your element -> Evil Enchantress when playing Imperil style.

Crystal Perks

More valuable the more rounds you can survive in Grindfest (minimum 200+).

Other Perks

After the ones mentioned above, consider the following: Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent

Strategies for Experience gain

Most experience is gained when stamina is above 80. Best battles for experience gain are the last 6 arena's. Highest possible experience gain per round is Dances With Dragons arena at stamina above 80. Note that one point of stamina is lost every 25 rounds when stamina is above 80, and one per 50 rounds when stamina is below 80.

Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.

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.


Warning: Training is a massive credit sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator.

  • Train Adept Learner to ~100. Possibly more when you'll raise your level.
  • Train Assimilator to ~5 to increase the proficiency gain rate, so you'll be able to raise proficiency to above your level.
  • 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.
    • Note that Quartermaster slightly decreases the drop chance of Tokens and artifacts.
  • Set Collector isn't useful unless you have enough equipment and want to try different play styles.

Monster Lab

  • Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL. Same goes for STR in case of monsters without physical attacks.
  • 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)
    • Chaos upgrades do not slow a monster's morale drain rate in the current version of the HentaiVerse
  • 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 which 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: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won't get gifts from them.

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 are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). 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.
  • Remember that stacking infusions increases their duration but not their effects.
  • 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.
  • Soul Fragments should almost never be bought. They can be easily farmed by clearing Random Encounters (regardless of difficulty).

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersona
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 Lottery
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Fighting StylesPrefixesSuffixesInterferenceBurdenLevel ScalingRangesProcs
Battles Modes Random EncounterArenaRing of BloodGrindfestItem World
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Misc. Currency CreditsHathHath PerksGallery Points
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools