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- 1 Choosing your playstyle
- 2 Fighting Styles
- 3 Primary Attributes
- 4 Choosing Equipments
- 5 Ability Points
- 6 Trainings
- 7 Spells
- 8 Battle Modes
- 9 Items
- 10 Auras
- 11 Beating the Gods
- 12 Hath Perks
- 13 Small Tips
Choosing your playstyle
Basically there’re three playing styles in HV: mage, light melee and heavy melee.
It’s not difficult to change between mage and melee: usually you only need to obtain suitable equipments, adjust your primary attributes, and train your proficiencies.
Some melees would choose to convert to mages at higher levels, because mages can clear rounds much faster than melees. It’s not a must though, as there are numerous melees who can reach high levels.
Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.
- Their AOE spells can hit every monsters in the field (assuming you don’t miss).
- Offensive spells are generally more powerful than direct attacks.
- Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost
- They’re mana-intensive. It’s usual for mages to consume tons of mana potions.
- They don’t have great defense, so they can be dealt serious damage from monsters.
They wear light armors, which gives great boost to agility and evade.
- They don’t rely on mana comparatively.
- They can act multiple rounds before monsters can react.
- They have the best evade, so monsters can’t hit them easily.
- They need more turns to clear a round.
- It still hurts when multiple monsters land hits in the same round.
They wear heavy armors, which gives great boost to mitigation and attack power.
- They have great mitigation, which means monsters can’t deal that much damage.
- Rare power variant usually gives the best attack boost.
- They have high burden, which means they can't evade monsters' attacks.
- They have high interference, which means they need more mana to cast supportive/depreciating spells.
- Diminishing effects on mitigation may hurt at higher levels.
There’re also some unsuccessful playing styles
- Ninja style, with focus on high evade/parry.
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.
Also, the attack output is just too low.
- Battlecaster style
There’re battlecaster weapons, but it’s not recommended at lower levels.
In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and trainings on both melee and mage proficiencies.
There’re also different fighting styles among mages and melees.
Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.
- Assessable at lower level
- Monsters with double resistance
- Ineffective at higher difficulty
They have 2 tiers of spells.
- They’re more powerful spells.
- They are assessable at higher level
- They’re mana-consuming.
The first principle is: never allocate too much EXP on one particular attribute.
The EXP required to raise your attribute above 115% of your current level can be enormous.
For mages, it’s suggested to keep the following trend:
For melees, it’s suggested to keep the following trend:
Some general principles:
1. There’s something called ‘level scaling’ for over-leveled equipments, which means the stat of those equipments are scaled down to your level, except burden and interference.
You should probably pick over-leveled equipments, since those equipments’ stat will also grow when you advance in levels.
The preferred way to obtain over-leveled equipments is through WTS in the forum, where other players are selling their equipments.
2. Equipment quality
Equipment’s quality can be known from its prefix.
Currently the highest quality is legendary, and the lowest quality is crude.
Equipments with better quality suffix have better averaged stat, and equipments of exquisite quality and above will give you bonus stats.
However, it is advised not to determine equipment’s usefulness with its prefix.
Most of the time, only a few stats are important for a particular type of equipments. You should put your emphasis on those stats instead of the prefix.
Starting (lv. < 130)
1. Pick a ebony staff of focus, preferably with high attack accuracy bonus (AAB) and magical damage bonus (MDB). At lower levels accuracy is more important, and you can increase your power output by appropriate armors.
2. Pick fox/elementalist clothes with high elemental proficiency or high INT, to increase your power. Mitigation is not important.
Middle (lv. >130) (also applies to conversion from melee to mage)
1. At lv. 130 you should get aranca focus, which greatly improves your accuracy. Therefore, you can start using destruction staffs for more power output.
2. You should also start collecting phases which provides elemental damage bonus(EDB). Try to collect the same elements in order to maximize its power.
3. If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.
You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.
Artifacts also have a chance to give APs, and that would be your main AP source after you reached 40 levels in ability boost.
Some general principles:
- Pick any spells you need.
- Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.
- Pick scroll/infusion slots when you need to fight bosses/legends/gods.
- Start picking HP tanks. It’s essential for survival.
- After filling up the HP tank, invest into EXP tanks and MP tanks evenly.
You can adjust the ratio between these tanks to level faster/greater chance for survival.
- If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.
- Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.
- Finally, pick some overcharge tanks if you still have APs left.
I’ll group training in accordance with their uses.
For general gameplay
This training gives 1% experience bonus per level trained.
However, because of the structure of the experience formula, you won’t get a direct 1% bonus to your current experience gain rate.
Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.
This training gives you 1 extra ability point.
Useful for new players as you need ability points to fill your ability tree.
Its usefulness diminished after lv.110, when players start to get a new tier of abilities per 20 levels.
Avoid training it over 50/100, as you can alternatively get ability points from artifacts.
This training increases your prof. gaining rate by 10%.
It isn’t that cost-effective currently, as prof. have limited effect on your gameplay.
When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.
This training gives you 1 extra item slot.
It’s one of the more important trainings. Getting 1 extra item slot means you can bring more mana potion, thus you can play in more difficult/longer arenas.
It’s advised to max this training as soon as you’ve extra credits.
This training gives you 1 extra equipment sets.
It’s not an important training. Take it only if you want to engage in different playing styles.
This training gives +2 loot drop chance.
The most important of all trainings concerning drops, as it’s the only training which actually increases the chance you can get more items. (The other three only modifies the proportion/quality of drops)
It’s advised to get a few levels even when your level is low, as it can replenish your supply.
Luck of the Draw (LotD)
This training gives 1% loot quality bonus.
It’s not an important training when you’re lower-leveled, as you need to play in difficult areans in order to see its effect.
Equipments are also less worthy at lower levels.
However, it is advised to get more levels of LotD when you progress in levels.
When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.
This training gives 5%/10% more base equipment/artifacts drop chance.
However, they only changes the proportion of equipments/artifacts you’re going to get from drops, so you’ll need also high Scavenger.
You should train them gradually when you progress in levels, as artifacts/equipments will be important sources of credits/other bonus.
LotD is more important if you play more difficult arenas.
Quartermaster/Archaeologist are important if you play tons of rounds.
This training gives you 1% bonus to all received karma.
This training gives you 0.5 base power.
Both of them contributes to your overall power, which in turn is related to your SP level.
However, this power has no effect on your character’s damage output.
Take these training only if you’re an active member in the forum, and expected to receive lots of karma.
Gives 25% bonus to your armor's physical and magical defense.
More useful for melees, less useful for mages (as cloth has low defense)
Gives you extra action speed.
Useful for almost any type of gameplay except bleeding.
Its effect is more significant when you progress in levels.
It may or may not help mages to shed off damage, depending on the number of creatures which can react after a mage cast a certain spell.
As for melees, a definite plus to stun.
Gives you 20% increment in evade.
Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.
So it's useless for heavy melees now (who has almost 0 evade)
Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)
Effective for EDB mages and shade melees (who has full evade)
A universal spell.
Not that good at lower level because
1. It only targets magical attacks. (from elementals/bosses/legends/gods only)
2. It cannot prevent critical hits. ( can be solved in conjunction with Weaken)
3. It only has 75% success chance.
4. There's something called scroll of absorption which has 100% success chance.
It can be good for high-level players when casting with surplus channeling.
A universal spell.
A spell you'll eventually use when running through arenas.
They're better alternatives in some situations
ROB against gods for mages -> use scroll of life to lower SP cost
ROB against gods for melees -> silence is better
Useless for mages. I don't think they're useful for melees.
But hey, you can train your prof. with spikes! (since it has lowest cost)
I don't think I need to explain it, right?
A must pick for their individual playstyle.
Another universal spell.
You need this spell when you play high-difficulty arenas/normal EODs.
A very good substitute for spark, but it's less useful once you progress in levels.
Eventually you'll need SP shield together with spark.
Good. You should pick that, and you'll always need that.
Still good. Not as useful as cure 1 though.
It sucks. Even heavy melees don't need them now. Bye Bye.
You need them because they can smooth your hp recovery rate.
You probably would like to cast these spells because of its high cost.
Good against bosses/legends gods.
The damage is not the main focus; it's the reduction in monster's SP/MP regen rate that it's useful.
Because of its long duration, you probably need to put 1 AP only, till you meet gods.
1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.
It slows down monster's action speed by 50%.
Not that useful at lower level, mainly because of its short duration.
This spell will get better once you have better action speed and depreciating prof.
Reduces damage by 50% and prevents crit.
A very useful spell for both mages and melees against bosses/legends/gods.
Also useful when you play in x25 difficulty.
Not a very useful spell.
The problem is that it's too easy to break, and it has low duration.
Reduce physical/magical hit chance by 25%.
A very good spell, but it will not be your first priority.
Prevent monsters from using special attacks and magic.
Bread and butter for melees against gods. Also useful against bosses/legends.
1. It will dispel blind and weaken. It means you'll take more damage and crits.
2. It only prevents monsters from using its skills. It doesn't drain monster's SP/MP, so monsters will still use them whenever silence is off.
It's not that useful for mages because you can'y use silence with weaken, which means you'll get more hits.
Bread and butter for any type of gameplay.
It reduces damage, lower monster's evade and resist chance, and reduce monster's defense.
With offensive and defensive potential, it's certainly a must-pick.
AOE version of Nerf.
Not a must pick, but useful against 3 or more enemies.
Reduce monster's action speed by 25% and make them unable to evade attacks.
The later part is more important when you play in the last round of lv.300 arenas, against those dragons.
Otherwise it's just another slow.
Absorbs HP from monster.
Because the damage dealt is so low, it simply doesn't worth it.
There are three different battle modes, namely grindfest, item world (IW) and arenas. Each one has its own advantages and disadvantages:
Pros : credits, equipments (esp. in high level).
Cons : less drops on average, can be difficult.
Pros: Balance between credits and EXP. Can also grind items & crystals in high level.
Cons: Gets more difficult the higher round is.
Pros: Drops. You can raise your equipment's level in high level.
Cons: No credits, less EXP (depending on item's quality).
Beating the Gods