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	<id>https://ehwiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anime+Janai</id>
	<title>EHWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ehwiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anime+Janai"/>
	<link rel="alternate" type="text/html" href="https://ehwiki.org/wiki/Special:Contributions/Anime_Janai"/>
	<updated>2026-05-12T18:18:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://ehwiki.org/index.php?title=Category:Stars&amp;diff=14649</id>
		<title>Category:Stars</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Category:Stars&amp;diff=14649"/>
		<updated>2012-09-09T16:51:44Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: Added alternative catgirl image link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;They&#039;ve all got five arms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Icons]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Alternate_Catgirl_Images]]&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Alternate_Catgirl_Images&amp;diff=14648</id>
		<title>Alternate Catgirl Images</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Alternate_Catgirl_Images&amp;diff=14648"/>
		<updated>2012-09-09T16:47:07Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: Added new alternative catgirl image now in use at the forums&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;[[Image:13641_decastar.png‎‎]]&lt;br /&gt;
;[[Image:catgirl2.png‎]]&lt;br /&gt;
;[[Image:catgirl3.png‎‎]]&lt;br /&gt;
;[[Image:foxboy.png‎‎]]&lt;br /&gt;
;[[Image:243587_catcow.png]]&lt;br /&gt;
;[[Image:173181_dashie.png‎‎]]&lt;br /&gt;
;[[Image:203905_catgirl.png‎‎]]&lt;br /&gt;
;[[Image:42769_catgirlkkk.png‎‎‎]]&lt;br /&gt;
;[[Image:126396_catgirl.png]]&lt;br /&gt;
;[[Image:9984_catgirl.png]]&lt;br /&gt;
;[[Image:475069_catgirl.png]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Auras]]&lt;br /&gt;
*[[Stars]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=File:475069_catgirl.png&amp;diff=14647</id>
		<title>File:475069 catgirl.png</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=File:475069_catgirl.png&amp;diff=14647"/>
		<updated>2012-09-09T16:43:19Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: Donated 1000 or more USD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Donated 1000 or more USD&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=8343</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=8343"/>
		<updated>2012-05-22T17:55:22Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: /* Training */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This page is for general HentaiVerse advice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 50==&lt;br /&gt;
Mage weapon should be &amp;quot;of Focus&amp;quot;. Melee weapon should be &amp;quot;of Balance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Keep stats balanced, do not invest in a build unless you are certain. Determine which play style you think best suits you.&lt;br /&gt;
&lt;br /&gt;
==Picking Your Role==&lt;br /&gt;
(See [[Fighting Styles]])&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
*Use cloth armor and staffs only.&lt;br /&gt;
*Can use every [[damage type]] except [[Void]].&lt;br /&gt;
*Can fully AoE.&lt;br /&gt;
*Can take advantage of elemental explosions.&lt;br /&gt;
*Are most vulnerable to attacks.&lt;br /&gt;
*Do not have to deal with [[interference]], as well as very little [[burden]].&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
====1H====&lt;br /&gt;
*Can use shields for extra defense but have to deal with more burden and interference.&lt;br /&gt;
*Can further boost block chance via Shield armor.&lt;br /&gt;
&lt;br /&gt;
====2H====&lt;br /&gt;
*Can partially AoE.&lt;br /&gt;
&lt;br /&gt;
====DW====&lt;br /&gt;
*Great vs. single targets.&lt;br /&gt;
*Can take advantage of 2 procs (e.g. bleed and stun).&lt;br /&gt;
&lt;br /&gt;
====Niten====&lt;br /&gt;
*For advanced players only.&lt;br /&gt;
&lt;br /&gt;
==Best Use of [[Stamina]]==&lt;br /&gt;
&#039;&#039;&#039;Great&#039;&#039;&#039;: [[Arena]], [[Ring of Blood]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good&#039;&#039;&#039;: [[Grindfest]], [[Item World]]&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*&#039;&#039;&#039;Top priority&#039;&#039;&#039; towards all HP tanks followed by [[Item]] and [[Aura]] Slots.&lt;br /&gt;
*Invest in EXP or MP tanks after a fair amount of Adept Learner [[training]].&lt;br /&gt;
*Invest into SP tanks and overcharge boosts only if you&#039;re melee or level 200+.&lt;br /&gt;
*Elemental resistances should have the lowest priority.&lt;br /&gt;
&lt;br /&gt;
====[[Spells]]====&lt;br /&gt;
*Cure, Weaken, Haste, Shadow Veil, Regen, Spark of Life, Spirit Shield&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
*EDB or Destruction staff. High MDB or EDB for the elements you use.&lt;br /&gt;
**MDB &amp;gt; EDB &amp;gt; Prof = INT. Proc chance and duration should be at least 30-40%, 2-3 turns.&lt;br /&gt;
*Phase gear &amp;quot;of Fox&amp;quot; or element you use.&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level * ~0.8 || 2nd lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level * ~0.8 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level + all available || Highest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level + a bit || 2nd highest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Spells===&lt;br /&gt;
*Poison, at least 2 kinds of elemental AoEs, Arcane Focus&lt;br /&gt;
*Past level 100 start getting Holy/Dark spells, Soul is not a priority&lt;br /&gt;
&lt;br /&gt;
===Mage Auras===&lt;br /&gt;
Violet -&amp;gt; Indigo -&amp;gt; Blue -&amp;gt; Green -&amp;gt; Yellow -&amp;gt; Red / Orange&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
*2-Handed mace &amp;quot;of Slaughter&amp;quot; or &amp;quot;of Balance&amp;quot;. High ADB and stun chance.&lt;br /&gt;
*Shade or Kevlar gear.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Level + all available || Highest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Level + a bit || 3rd Highest&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|END || Level + a bit || 2nd Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Level * ~0.9 || 2nd lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Spells===&lt;br /&gt;
*Poison (x1), Protection, Silence, Heartseeker&lt;br /&gt;
&lt;br /&gt;
===Melee Auras===&lt;br /&gt;
Red -&amp;gt; Orange -&amp;gt; Green / Yellow -&amp;gt; Blue -&amp;gt; Violet -&amp;gt; Indigo&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipments, in order of importance:&lt;br /&gt;
# Suitability to the playing style. (Refer to [[Equipment_Ranges|Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of slaughter&#039;&#039;) for main-hand one-handed weapons (club, axe) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (rapier, dagger, wakizashi)&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether theft]])&lt;br /&gt;
#* High MDB/EDB for staffs (ebony, katalox)&lt;br /&gt;
#* High EDB for phases&lt;br /&gt;
#* High evade/ADB for shade, high crit rate for &#039;&#039;of shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High mitigation (&#039;&#039;of protection&#039;&#039;) for kevlar, plate, shield, and power armor&lt;br /&gt;
#* High block rate for [[Shield_(Equipment)|shields]] and shield armor&lt;br /&gt;
#* High ADB for power armor of slaughter&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: scythe, wakizashi, katana, ebony staff, katalox staff, phase, shade, power&lt;br /&gt;
#* Common equips: axe, club, rapier, mace, estoc, oak, willow, gossamer, kevlar, shield&lt;br /&gt;
#* Very common equips: dagger, shortsword, longsword, redwood, cotton, leather, plate&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better prefix produces better equips&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*Save all [[Items#Tokens|Tokens of Blood]] after clearing each round of [[Ring of Blood]] once. After that use them exclusively to fight FSM.&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Make 1-2 monsters and get them to a fair PL (100+) before making any others.&lt;br /&gt;
*Do not increase the INT of any non-Elemental monsters unless it is to inflate their PL.&lt;br /&gt;
**Likewise with the DEX of Elemental monsters.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
When picking [[auras]]:&lt;br /&gt;
Black -&amp;gt; Rainbow -&amp;gt; White&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Haste&lt;br /&gt;
*2nd: SV&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==[[Bestiary#Gods|God]] Strategies==&lt;br /&gt;
*Universal: Poison, Slow, Imperil. Keep Spark (or SS with over 50% health) and Haste up at all times. Use infusions when all [de]buffs are up and spam away.&lt;br /&gt;
*Mages: Silence / Weaken. Strongest Holy for FSM, Dark for IPU, Soul for RL.&lt;br /&gt;
*Melee: Silence. Void weapon. For Dual Wield a club for Main Hand and a dagger as Off-hand.&lt;br /&gt;
&lt;br /&gt;
==Grinding [[Proficiencies]]==&lt;br /&gt;
Only really needed if they are below 50-75% of your level.&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039; - Go into a high [[difficulty]] [[Quality|crude]] equipment&#039;s [[Item World]] and go for as long as you can.&lt;br /&gt;
**[[Skills#Universal_Skills|Flee]] if you are about to complete it so that it can be re-entered freely.&lt;br /&gt;
*&#039;&#039;&#039;Armors, Elemental&#039;&#039;&#039; - Same as above but on Easy [[difficulty]].&lt;br /&gt;
**Remember that you still gain armor proficiency when you evade so there&#039;s no harm in using Shadow Veil, etc.&lt;br /&gt;
*&#039;&#039;&#039;Curative&#039;&#039;&#039; - Spam Cure I.&lt;br /&gt;
*&#039;&#039;&#039;Supportive&#039;&#039;&#039; - Spam Spike spells.&lt;br /&gt;
*&#039;&#039;&#039;Deprecating&#039;&#039;&#039; - Spam Weaken / Imperil.&lt;br /&gt;
**Remember that you still gain deprecating proficiency when you fail to curse weave.&lt;br /&gt;
*&#039;&#039;&#039;Divine, Forbidden, Spiritual&#039;&#039;&#039; - Spam Purge and Pestilence (alternating each turn).&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can choose to hand in low-tier ones immediately, since they rarely result in anything worthwhile.&lt;br /&gt;
*Save any God-tier trophies until level 200-250+. You may also save Platinum Tickets and one-time trophies (such as from holidays) should you get any.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
*Train Adept Learner to ~100-150.&lt;br /&gt;
*Train Ability Boost to ~50.&lt;br /&gt;
*Fully train Refined Aura by level 90.&lt;br /&gt;
*Fully train Rat Pack as your item consumption dictates.&lt;br /&gt;
*Do not train Assimilator until level 150+.&lt;br /&gt;
*Keep Scavenger higher than Archaeologist, LotD, and Quartermaster.&lt;br /&gt;
*Misc Posting, Karma Amplifier, and Power Tank do (almost) nothing for you in HV.&lt;br /&gt;
*Spelunker and Set Collector aren&#039;t useful until much later on.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[User_talk:Varst]] - Temporary home for other advice.&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=22234 Ask the Experts! forum thread]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Anime_Janai&amp;diff=7420</id>
		<title>User:Anime Janai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Anime_Janai&amp;diff=7420"/>
		<updated>2012-02-28T14:21:53Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: Created page with &amp;quot;Just one tooth on a big gear wheel.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just one tooth on a big gear wheel.&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:Anime_Janai&amp;diff=7419</id>
		<title>User talk:Anime Janai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:Anime_Janai&amp;diff=7419"/>
		<updated>2012-02-28T14:20:00Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: Created page with &amp;quot;In the beginning,   There was an Adam Brony, And there was an Eve Brony.   They lived happily together.  The Adam Brony was gay.   All male bronies are that way. The pair of b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the beginning,&lt;br /&gt;
  There was an Adam Brony,&lt;br /&gt;
And there was an Eve Brony.&lt;br /&gt;
  They lived happily together.&lt;br /&gt;
&lt;br /&gt;
The Adam Brony was gay.&lt;br /&gt;
  All male bronies are that way.&lt;br /&gt;
The pair of bronies got older&lt;br /&gt;
  And finally died of old age.&lt;br /&gt;
&lt;br /&gt;
Thus ended the line of bronies.&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7418</id>
		<title>User talk:Varst</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7418"/>
		<updated>2012-02-28T14:11:15Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: /* Small Tips */ add tip #1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&amp;lt;!--Playstyle--&amp;gt;&lt;br /&gt;
==Choosing your playstyle==&lt;br /&gt;
&lt;br /&gt;
Basically there’re three playing styles in HV: mage, light melee and heavy melee.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* Their AOE spells can hit all monsters in the field (assuming you don’t miss).&lt;br /&gt;
* Offensive spells are generally more powerful than direct attacks.&lt;br /&gt;
* Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They’re mana-intensive. It’s usual for mages to consume tons of mana potions.&lt;br /&gt;
* They don’t have great defense, so they can be dealt serious damage from monsters.&lt;br /&gt;
&lt;br /&gt;
===Light melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear light armors, which gives great boost to agility and evade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They don’t rely on mana comparatively.&lt;br /&gt;
* They can act multiple rounds before monsters can react.&lt;br /&gt;
* They have the best evade, so monsters can’t hit them easily.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They need more turns to clear a round.&lt;br /&gt;
* It still hurts when multiple monsters land hits in the same round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear heavy armors, which gives great boost to mitigation and attack power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They have great mitigation, which means monsters can’t deal that much damage.&lt;br /&gt;
* Rare power variant usually gives the best attack boost.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They have high burden, which means they can&#039;t evade monsters&#039; attacks.&lt;br /&gt;
* They have high interference, which means they need more mana to cast supportive/depreciating spells.&lt;br /&gt;
* Diminishing effects on mitigation may hurt at higher levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’re also some unsuccessful playing styles&lt;br /&gt;
&lt;br /&gt;
#Ninja style, with focus on high evade/parry.&lt;br /&gt;
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.&lt;br /&gt;
&lt;br /&gt;
Also, the attack output is just too low.&lt;br /&gt;
&lt;br /&gt;
#Battlecaster style&lt;br /&gt;
There are battlecaster weapons, but it’s not recommended at lower levels.&lt;br /&gt;
&lt;br /&gt;
In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and training in both melee and mage proficiencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fighting Styles--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fighting Styles==&lt;br /&gt;
&lt;br /&gt;
There’re also different fighting styles among mages and melees.&lt;br /&gt;
&lt;br /&gt;
===Mages=== &lt;br /&gt;
&lt;br /&gt;
====Elemental Spells====&lt;br /&gt;
&lt;br /&gt;
Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* Mana-saving&lt;br /&gt;
* Accessable at lower level&lt;br /&gt;
	&lt;br /&gt;
Disadvantages&lt;br /&gt;
* Monsters with double resistance&lt;br /&gt;
* Ineffective at higher difficulty&lt;br /&gt;
&lt;br /&gt;
====Holy/Dark spells====&lt;br /&gt;
&lt;br /&gt;
They have 2 tiers of spells.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* They’re more powerful spells.&lt;br /&gt;
Disadvantages:&lt;br /&gt;
* They are assessable at higher level&lt;br /&gt;
* They’re mana-consuming.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
====One-handed====&lt;br /&gt;
&lt;br /&gt;
====Dual-Wield====&lt;br /&gt;
&lt;br /&gt;
====Two-handed====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Primary Attributes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
&lt;br /&gt;
The first principle is: never allocate too much EXP on one particular attribute. &lt;br /&gt;
&lt;br /&gt;
The EXP required to raise your attribute above 115% of your current level can be enormous.&lt;br /&gt;
&lt;br /&gt;
For mages, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
INT=WIS&amp;gt;AGI=END&amp;gt;STR&amp;gt;DEX&lt;br /&gt;
&lt;br /&gt;
For melees, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
WIS=END=AGI=STR=DEX&amp;gt;INT&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;WIS :gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.&lt;br /&gt;
&lt;br /&gt;
;END :gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.&lt;br /&gt;
&lt;br /&gt;
;AGI :gives you more action speed and better evade. It’s quite important at higher levels, since you’re going to get hit less often.&lt;br /&gt;
&lt;br /&gt;
;INT :primarily increase magic damage output. Useful in the mage style.&lt;br /&gt;
&lt;br /&gt;
;STR :primarily increase physcial damage output. Useful in the melee style.&lt;br /&gt;
&lt;br /&gt;
;DEX :increases your physical attack accuracy, and is primarily useful for melees only.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Choosing Equipments--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Choosing Equipments==&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You should probably pick over-leveled equipments, since those equipments’ stat will also grow when you advance in levels.&lt;br /&gt;
&lt;br /&gt;
The preferred way to obtain over-leveled equipments is through WTS in the forum, where other players are selling their equipments.&lt;br /&gt;
&lt;br /&gt;
2. Equipment quality&lt;br /&gt;
&lt;br /&gt;
Equipment’s quality can be known from its prefix. &lt;br /&gt;
&lt;br /&gt;
Currently the highest quality is legendary, and the lowest quality is crude.&lt;br /&gt;
&lt;br /&gt;
Equipments with better quality suffix have better averaged stat, and equipments of exquisite quality and above will give you bonus stats.&lt;br /&gt;
&lt;br /&gt;
However, it is advised not to determine equipment’s usefulness with its prefix.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Starting (lv. &amp;lt; 130)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
2.	Pick fox/elementalist clothes with high elemental proficiency or high INT, to increase your power. Mitigation is not important.&lt;br /&gt;
&lt;br /&gt;
Middle (lv. &amp;gt;130) (also applies to conversion from melee to mage)&lt;br /&gt;
&lt;br /&gt;
1.	At lv. 130 you should get aranca focus, which greatly improves your accuracy.&lt;br /&gt;
Therefore, you can start using destruction staffs for more power output.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
3.	If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Ability Points--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Ability Points==&lt;br /&gt;
&lt;br /&gt;
You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.&lt;br /&gt;
&lt;br /&gt;
Artifacts also have a chance to give APs, and that would be your main AP source after you reached 40 levels in ability boost.&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
# Pick any spells you need.&lt;br /&gt;
# Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.&lt;br /&gt;
# Pick scroll/infusion slots when you need to fight bosses/legends/gods.&lt;br /&gt;
# Start picking HP tanks. It’s essential for survival.&lt;br /&gt;
# After filling up the HP tank, invest into EXP tanks and MP tanks evenly. &amp;lt;br&amp;gt;You can adjust the ratio between these tanks to level faster/greater chance for survival.&lt;br /&gt;
#If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.&lt;br /&gt;
# Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.&lt;br /&gt;
# Finally, pick some overcharge tanks if you still have APs left.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Trainings--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Trainings==&lt;br /&gt;
&lt;br /&gt;
I’ll group training in accordance with their uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===For general gameplay===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Learner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% experience bonus per level trained.&lt;br /&gt;
&lt;br /&gt;
However, because of the structure of the experience formula, you won’t get a direct 1% bonus to your current experience gain rate.&lt;br /&gt;
&lt;br /&gt;
Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra ability point.&lt;br /&gt;
&lt;br /&gt;
Useful for new players as you need ability points to fill your ability tree.&lt;br /&gt;
&lt;br /&gt;
Its usefulness diminished after lv.110, when players start to get a new tier of abilities per 20 levels.&lt;br /&gt;
&lt;br /&gt;
Avoid training it over 50/100, as you can alternatively get ability points from artifacts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assimilator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training increases your prof. gaining rate by 10%.&lt;br /&gt;
&lt;br /&gt;
It isn’t that cost-effective currently, as prof. have limited effect on your gameplay.&lt;br /&gt;
&lt;br /&gt;
When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Rat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra item slot.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It’s advised to max this training as soon as you’ve extra credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined aura&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra aura slot.&lt;br /&gt;
&lt;br /&gt;
It’s also an important training, as you can get 7% experience bonus every time you can activate a new aura.&lt;br /&gt;
&lt;br /&gt;
However, you only get a new aura point for every 10 levels, so you can train that gradually when you’re leveling, and maximizing that at about lv. 150.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra equipment sets.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to engage in different playing styles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spelunker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cooldown for IW decreases by an hour.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to level up your equipment twice per day. (you’ll need at least 9 levels of spelunker to do so)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drop-rate related trainings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives +2 loot drop chance.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
It’s advised to get a few levels even when your level is low, as it can replenish your supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck of the Draw (LotD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% loot quality bonus.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Equipments are also less worthy at lower levels.&lt;br /&gt;
&lt;br /&gt;
However, it is advised to get more levels of LotD when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartermaster/Archaeologist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 5%/10% more base equipment/artifacts drop chance.&lt;br /&gt;
&lt;br /&gt;
However, they only changes the proportion of equipments/artifacts you’re going to get from drops, so you’ll need also high Scavenger.&lt;br /&gt;
&lt;br /&gt;
You should train them gradually when you progress in levels, as artifacts/equipments will be important sources of credits/other bonus.&lt;br /&gt;
&lt;br /&gt;
LotD is more important if you play more difficult arenas.&lt;br /&gt;
&lt;br /&gt;
Quartermaster/Archaeologist are important if you play tons of rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Karma related===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karma Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1% bonus to all received karma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 0.5 base power.&lt;br /&gt;
&lt;br /&gt;
Both of them contributes to your overall power, which in turn is related to your SP level.&lt;br /&gt;
&lt;br /&gt;
However, this power has no effect on your character’s damage output.&lt;br /&gt;
&lt;br /&gt;
Take these training only if you’re an active member in the forum, and expected to receive lots of karma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Spells--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Supportive Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives 25% bonus to your armor&#039;s physical and magical defense.&lt;br /&gt;
&lt;br /&gt;
More useful for melees, less useful for mages (as clothes have low defense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you extra action speed. &lt;br /&gt;
&lt;br /&gt;
Useful for almost any type of gameplay except bleeding.&lt;br /&gt;
&lt;br /&gt;
Its effect is more significant when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As for melees, a definite plus to stun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Veil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you 20% increment in evade. &lt;br /&gt;
&lt;br /&gt;
Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.&lt;br /&gt;
&lt;br /&gt;
So it&#039;s useless for heavy melees now (who has almost 0 evade)&lt;br /&gt;
&lt;br /&gt;
Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)&lt;br /&gt;
&lt;br /&gt;
Effective for EDB mages and shade melees (who has full evade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
Not that good at lower level because&lt;br /&gt;
&lt;br /&gt;
1. It only targets magical attacks. (from elementals/bosses/legends/gods only)&lt;br /&gt;
&lt;br /&gt;
2. It cannot prevent critical hits. ( can be solved in conjunction with bewilder)&lt;br /&gt;
&lt;br /&gt;
3. It only has 75% success chance.&lt;br /&gt;
&lt;br /&gt;
4. There&#039;s something called scroll of absorption which has 100% success chance.&lt;br /&gt;
&lt;br /&gt;
It can be good for high-level players when casting with surplus channeling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spark of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
A spell you&#039;ll eventually use when running through arenas.&lt;br /&gt;
&lt;br /&gt;
There&#039;re better alternatives in some situations&lt;br /&gt;
&lt;br /&gt;
ROB against gods for mages -&amp;gt; use scroll of life to lower SP cost&lt;br /&gt;
&lt;br /&gt;
ROB against gods for melees -&amp;gt; silence is better&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useless for mages. I don&#039;t think they&#039;re useful for melees.&lt;br /&gt;
&lt;br /&gt;
But hey, you can train your prof. with spikes! (since it has lowest cost)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Focus/Heartseeker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think I need to explain it, right?&lt;br /&gt;
&lt;br /&gt;
A must pick for their individual playstyle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another universal spell.&lt;br /&gt;
&lt;br /&gt;
You need this spell when you play high-difficulty areans/normal EODs.&lt;br /&gt;
&lt;br /&gt;
A very good substitute for spark, but it&#039;s less useful once you progress in levels.&lt;br /&gt;
&lt;br /&gt;
Eventually you&#039;ll need SP shield together with spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Curative Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good. You should pick that, and you&#039;ll always need that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Still good. Not as useful as cure 1 though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It sucks. Even heavy melees don&#039;t need them now. Bye Bye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen 1/2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need them because they can smooth your hp recovery rate.&lt;br /&gt;
&lt;br /&gt;
You probably would like to cast these spells because of its high cost.&lt;br /&gt;
&lt;br /&gt;
===Deprecating Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good against bosses/legends gods.&lt;br /&gt;
&lt;br /&gt;
The damage is not the main focus; it&#039;s the reduction in monster&#039;s SP/MP regen rate that it&#039;s useful.&lt;br /&gt;
&lt;br /&gt;
Because of its long duration, you probably need to put 1 AP only, till you meet gods.&lt;br /&gt;
&lt;br /&gt;
1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It slows down monster&#039;s action speed by 50%.&lt;br /&gt;
&lt;br /&gt;
Not that useful at lower level, mainly because of its short duration.&lt;br /&gt;
&lt;br /&gt;
This spell will get better once you have better action speed and depreciating prof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce physical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
A very useful spell for both mages and melees against bosses/legends/gods.&lt;br /&gt;
&lt;br /&gt;
Also useful when you play in x25 difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep/Confuse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not a very useful spell.&lt;br /&gt;
&lt;br /&gt;
The problem is that it&#039;s too easy to break, and it has low duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bewilder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce magical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
Not as useful as its physical counterpart, but can be used in conjunction with scroll of absorption against magical attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce physical/magical hit chance by 25%.&lt;br /&gt;
&lt;br /&gt;
A very good spell, but it will not be your first priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Prevent monsters from using special attacks and magic.&lt;br /&gt;
&lt;br /&gt;
Bread and butter for melees against gods. Also useful against bosses/legends.&lt;br /&gt;
&lt;br /&gt;
However&lt;br /&gt;
&lt;br /&gt;
1. It will dispel blind and weaken. It means you&#039;ll take more damage and crits.&lt;br /&gt;
&lt;br /&gt;
2. It only prevents monsters from using its skills. It doesn&#039;t drain monster&#039;s SP/MP, so monsters will still use them whenever silence is off.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not that useful for mages because you can&#039;y use silence with weaken, which means you&#039;ll get more hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bread and butter for any type of gameplay.&lt;br /&gt;
&lt;br /&gt;
It reduces damage, lower monster&#039;s evade and resist chance, and reduce monster&#039;s defense.&lt;br /&gt;
&lt;br /&gt;
With offensive and defensive potential, it&#039;s certainly a must-pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Nerf&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
AOE version of Nerf. &lt;br /&gt;
&lt;br /&gt;
Not a must pick, but useful against 3 or more enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MagNet&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce monster&#039;s action speed by 25% and make them unable to evade attacks.&lt;br /&gt;
&lt;br /&gt;
The later part is more important when you play in the last round of lv.300 arenas, against those dragons.&lt;br /&gt;
&lt;br /&gt;
Otherwise it&#039;s just another slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestream&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Absorbs HP from monster.&lt;br /&gt;
&lt;br /&gt;
Because the damage dealt is so low, it simply doesn&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Battle Modes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Battle Modes==&lt;br /&gt;
&lt;br /&gt;
There’re four different battle modes, namely grindfest, crysfest, item world (IW) and areans.&lt;br /&gt;
Each one has its own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arenas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros : credits, equipments (esp. in high level).&lt;br /&gt;
&lt;br /&gt;
Cons : less drops on average, can be difficult.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grindfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Balance between credits and EXP. Can also grind items in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: consumes tons of stamina (2 times arenas)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crtsfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: EXP per stamina (1/2 time arenas). Can also grind crystals in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: you only get crystals and artifacts. No equipments, no items, no credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Drops. You can raise your equipment&#039;s level in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: No credits, less EXP (depending on item&#039;s quality).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Items--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Auras--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Beating the Gods--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Beating the Gods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Hath Perks--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Hath Perks==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Small Tips--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Small Tips==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
1. If the last monster is one-hit from death and you have unused mana, cast curative or deprecating spells in the chance their proficiency level will increase.  When you&#039;ve used up the mana safely, finish the monster off.&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7417</id>
		<title>User talk:Varst</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7417"/>
		<updated>2012-02-28T13:58:22Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: /* Elemental Spells */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&amp;lt;!--Playstyle--&amp;gt;&lt;br /&gt;
==Choosing your playstyle==&lt;br /&gt;
&lt;br /&gt;
Basically there’re three playing styles in HV: mage, light melee and heavy melee.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* Their AOE spells can hit all monsters in the field (assuming you don’t miss).&lt;br /&gt;
* Offensive spells are generally more powerful than direct attacks.&lt;br /&gt;
* Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They’re mana-intensive. It’s usual for mages to consume tons of mana potions.&lt;br /&gt;
* They don’t have great defense, so they can be dealt serious damage from monsters.&lt;br /&gt;
&lt;br /&gt;
===Light melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear light armors, which gives great boost to agility and evade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They don’t rely on mana comparatively.&lt;br /&gt;
* They can act multiple rounds before monsters can react.&lt;br /&gt;
* They have the best evade, so monsters can’t hit them easily.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They need more turns to clear a round.&lt;br /&gt;
* It still hurts when multiple monsters land hits in the same round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear heavy armors, which gives great boost to mitigation and attack power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They have great mitigation, which means monsters can’t deal that much damage.&lt;br /&gt;
* Rare power variant usually gives the best attack boost.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They have high burden, which means they can&#039;t evade monsters&#039; attacks.&lt;br /&gt;
* They have high interference, which means they need more mana to cast supportive/depreciating spells.&lt;br /&gt;
* Diminishing effects on mitigation may hurt at higher levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’re also some unsuccessful playing styles&lt;br /&gt;
&lt;br /&gt;
#Ninja style, with focus on high evade/parry.&lt;br /&gt;
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.&lt;br /&gt;
&lt;br /&gt;
Also, the attack output is just too low.&lt;br /&gt;
&lt;br /&gt;
#Battlecaster style&lt;br /&gt;
There are battlecaster weapons, but it’s not recommended at lower levels.&lt;br /&gt;
&lt;br /&gt;
In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and training in both melee and mage proficiencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fighting Styles--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fighting Styles==&lt;br /&gt;
&lt;br /&gt;
There’re also different fighting styles among mages and melees.&lt;br /&gt;
&lt;br /&gt;
===Mages=== &lt;br /&gt;
&lt;br /&gt;
====Elemental Spells====&lt;br /&gt;
&lt;br /&gt;
Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* Mana-saving&lt;br /&gt;
* Accessable at lower level&lt;br /&gt;
	&lt;br /&gt;
Disadvantages&lt;br /&gt;
* Monsters with double resistance&lt;br /&gt;
* Ineffective at higher difficulty&lt;br /&gt;
&lt;br /&gt;
====Holy/Dark spells====&lt;br /&gt;
&lt;br /&gt;
They have 2 tiers of spells.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* They’re more powerful spells.&lt;br /&gt;
Disadvantages:&lt;br /&gt;
* They are assessable at higher level&lt;br /&gt;
* They’re mana-consuming.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
====One-handed====&lt;br /&gt;
&lt;br /&gt;
====Dual-Wield====&lt;br /&gt;
&lt;br /&gt;
====Two-handed====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Primary Attributes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
&lt;br /&gt;
The first principle is: never allocate too much EXP on one particular attribute. &lt;br /&gt;
&lt;br /&gt;
The EXP required to raise your attribute above 115% of your current level can be enormous.&lt;br /&gt;
&lt;br /&gt;
For mages, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
INT=WIS&amp;gt;AGI=END&amp;gt;STR&amp;gt;DEX&lt;br /&gt;
&lt;br /&gt;
For melees, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
WIS=END=AGI=STR=DEX&amp;gt;INT&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;WIS :gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.&lt;br /&gt;
&lt;br /&gt;
;END :gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.&lt;br /&gt;
&lt;br /&gt;
;AGI :gives you more action speed and better evade. It’s quite important at higher levels, since you’re going to get hit less often.&lt;br /&gt;
&lt;br /&gt;
;INT :primarily increase magic damage output. Useful in the mage style.&lt;br /&gt;
&lt;br /&gt;
;STR :primarily increase physcial damage output. Useful in the melee style.&lt;br /&gt;
&lt;br /&gt;
;DEX :increases your physical attack accuracy, and is primarily useful for melees only.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Choosing Equipments--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Choosing Equipments==&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You should probably pick over-leveled equipments, since those equipments’ stat will also grow when you advance in levels.&lt;br /&gt;
&lt;br /&gt;
The preferred way to obtain over-leveled equipments is through WTS in the forum, where other players are selling their equipments.&lt;br /&gt;
&lt;br /&gt;
2. Equipment quality&lt;br /&gt;
&lt;br /&gt;
Equipment’s quality can be known from its prefix. &lt;br /&gt;
&lt;br /&gt;
Currently the highest quality is legendary, and the lowest quality is crude.&lt;br /&gt;
&lt;br /&gt;
Equipments with better quality suffix have better averaged stat, and equipments of exquisite quality and above will give you bonus stats.&lt;br /&gt;
&lt;br /&gt;
However, it is advised not to determine equipment’s usefulness with its prefix.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Starting (lv. &amp;lt; 130)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
2.	Pick fox/elementalist clothes with high elemental proficiency or high INT, to increase your power. Mitigation is not important.&lt;br /&gt;
&lt;br /&gt;
Middle (lv. &amp;gt;130) (also applies to conversion from melee to mage)&lt;br /&gt;
&lt;br /&gt;
1.	At lv. 130 you should get aranca focus, which greatly improves your accuracy.&lt;br /&gt;
Therefore, you can start using destruction staffs for more power output.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
3.	If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Ability Points--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Ability Points==&lt;br /&gt;
&lt;br /&gt;
You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.&lt;br /&gt;
&lt;br /&gt;
Artifacts also have a chance to give APs, and that would be your main AP source after you reached 40 levels in ability boost.&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
# Pick any spells you need.&lt;br /&gt;
# Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.&lt;br /&gt;
# Pick scroll/infusion slots when you need to fight bosses/legends/gods.&lt;br /&gt;
# Start picking HP tanks. It’s essential for survival.&lt;br /&gt;
# After filling up the HP tank, invest into EXP tanks and MP tanks evenly. &amp;lt;br&amp;gt;You can adjust the ratio between these tanks to level faster/greater chance for survival.&lt;br /&gt;
#If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.&lt;br /&gt;
# Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.&lt;br /&gt;
# Finally, pick some overcharge tanks if you still have APs left.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Trainings--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Trainings==&lt;br /&gt;
&lt;br /&gt;
I’ll group training in accordance with their uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===For general gameplay===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Learner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% experience bonus per level trained.&lt;br /&gt;
&lt;br /&gt;
However, because of the structure of the experience formula, you won’t get a direct 1% bonus to your current experience gain rate.&lt;br /&gt;
&lt;br /&gt;
Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra ability point.&lt;br /&gt;
&lt;br /&gt;
Useful for new players as you need ability points to fill your ability tree.&lt;br /&gt;
&lt;br /&gt;
Its usefulness diminished after lv.110, when players start to get a new tier of abilities per 20 levels.&lt;br /&gt;
&lt;br /&gt;
Avoid training it over 50/100, as you can alternatively get ability points from artifacts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assimilator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training increases your prof. gaining rate by 10%.&lt;br /&gt;
&lt;br /&gt;
It isn’t that cost-effective currently, as prof. have limited effect on your gameplay.&lt;br /&gt;
&lt;br /&gt;
When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Rat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra item slot.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It’s advised to max this training as soon as you’ve extra credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined aura&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra aura slot.&lt;br /&gt;
&lt;br /&gt;
It’s also an important training, as you can get 7% experience bonus every time you can activate a new aura.&lt;br /&gt;
&lt;br /&gt;
However, you only get a new aura point for every 10 levels, so you can train that gradually when you’re leveling, and maximizing that at about lv. 150.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra equipment sets.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to engage in different playing styles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spelunker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cooldown for IW decreases by an hour.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to level up your equipment twice per day. (you’ll need at least 9 levels of spelunker to do so)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drop-rate related trainings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives +2 loot drop chance.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
It’s advised to get a few levels even when your level is low, as it can replenish your supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck of the Draw (LotD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% loot quality bonus.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Equipments are also less worthy at lower levels.&lt;br /&gt;
&lt;br /&gt;
However, it is advised to get more levels of LotD when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartermaster/Archaeologist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 5%/10% more base equipment/artifacts drop chance.&lt;br /&gt;
&lt;br /&gt;
However, they only changes the proportion of equipments/artifacts you’re going to get from drops, so you’ll need also high Scavenger.&lt;br /&gt;
&lt;br /&gt;
You should train them gradually when you progress in levels, as artifacts/equipments will be important sources of credits/other bonus.&lt;br /&gt;
&lt;br /&gt;
LotD is more important if you play more difficult arenas.&lt;br /&gt;
&lt;br /&gt;
Quartermaster/Archaeologist are important if you play tons of rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Karma related===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karma Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1% bonus to all received karma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 0.5 base power.&lt;br /&gt;
&lt;br /&gt;
Both of them contributes to your overall power, which in turn is related to your SP level.&lt;br /&gt;
&lt;br /&gt;
However, this power has no effect on your character’s damage output.&lt;br /&gt;
&lt;br /&gt;
Take these training only if you’re an active member in the forum, and expected to receive lots of karma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Spells--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Supportive Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives 25% bonus to your armor&#039;s physical and magical defense.&lt;br /&gt;
&lt;br /&gt;
More useful for melees, less useful for mages (as clothes have low defense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you extra action speed. &lt;br /&gt;
&lt;br /&gt;
Useful for almost any type of gameplay except bleeding.&lt;br /&gt;
&lt;br /&gt;
Its effect is more significant when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As for melees, a definite plus to stun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Veil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you 20% increment in evade. &lt;br /&gt;
&lt;br /&gt;
Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.&lt;br /&gt;
&lt;br /&gt;
So it&#039;s useless for heavy melees now (who has almost 0 evade)&lt;br /&gt;
&lt;br /&gt;
Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)&lt;br /&gt;
&lt;br /&gt;
Effective for EDB mages and shade melees (who has full evade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
Not that good at lower level because&lt;br /&gt;
&lt;br /&gt;
1. It only targets magical attacks. (from elementals/bosses/legends/gods only)&lt;br /&gt;
&lt;br /&gt;
2. It cannot prevent critical hits. ( can be solved in conjunction with bewilder)&lt;br /&gt;
&lt;br /&gt;
3. It only has 75% success chance.&lt;br /&gt;
&lt;br /&gt;
4. There&#039;s something called scroll of absorption which has 100% success chance.&lt;br /&gt;
&lt;br /&gt;
It can be good for high-level players when casting with surplus channeling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spark of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
A spell you&#039;ll eventually use when running through arenas.&lt;br /&gt;
&lt;br /&gt;
There&#039;re better alternatives in some situations&lt;br /&gt;
&lt;br /&gt;
ROB against gods for mages -&amp;gt; use scroll of life to lower SP cost&lt;br /&gt;
&lt;br /&gt;
ROB against gods for melees -&amp;gt; silence is better&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useless for mages. I don&#039;t think they&#039;re useful for melees.&lt;br /&gt;
&lt;br /&gt;
But hey, you can train your prof. with spikes! (since it has lowest cost)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Focus/Heartseeker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think I need to explain it, right?&lt;br /&gt;
&lt;br /&gt;
A must pick for their individual playstyle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another universal spell.&lt;br /&gt;
&lt;br /&gt;
You need this spell when you play high-difficulty areans/normal EODs.&lt;br /&gt;
&lt;br /&gt;
A very good substitute for spark, but it&#039;s less useful once you progress in levels.&lt;br /&gt;
&lt;br /&gt;
Eventually you&#039;ll need SP shield together with spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Curative Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good. You should pick that, and you&#039;ll always need that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Still good. Not as useful as cure 1 though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It sucks. Even heavy melees don&#039;t need them now. Bye Bye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen 1/2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need them because they can smooth your hp recovery rate.&lt;br /&gt;
&lt;br /&gt;
You probably would like to cast these spells because of its high cost.&lt;br /&gt;
&lt;br /&gt;
===Deprecating Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good against bosses/legends gods.&lt;br /&gt;
&lt;br /&gt;
The damage is not the main focus; it&#039;s the reduction in monster&#039;s SP/MP regen rate that it&#039;s useful.&lt;br /&gt;
&lt;br /&gt;
Because of its long duration, you probably need to put 1 AP only, till you meet gods.&lt;br /&gt;
&lt;br /&gt;
1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It slows down monster&#039;s action speed by 50%.&lt;br /&gt;
&lt;br /&gt;
Not that useful at lower level, mainly because of its short duration.&lt;br /&gt;
&lt;br /&gt;
This spell will get better once you have better action speed and depreciating prof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce physical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
A very useful spell for both mages and melees against bosses/legends/gods.&lt;br /&gt;
&lt;br /&gt;
Also useful when you play in x25 difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep/Confuse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not a very useful spell.&lt;br /&gt;
&lt;br /&gt;
The problem is that it&#039;s too easy to break, and it has low duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bewilder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce magical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
Not as useful as its physical counterpart, but can be used in conjunction with scroll of absorption against magical attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce physical/magical hit chance by 25%.&lt;br /&gt;
&lt;br /&gt;
A very good spell, but it will not be your first priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Prevent monsters from using special attacks and magic.&lt;br /&gt;
&lt;br /&gt;
Bread and butter for melees against gods. Also useful against bosses/legends.&lt;br /&gt;
&lt;br /&gt;
However&lt;br /&gt;
&lt;br /&gt;
1. It will dispel blind and weaken. It means you&#039;ll take more damage and crits.&lt;br /&gt;
&lt;br /&gt;
2. It only prevents monsters from using its skills. It doesn&#039;t drain monster&#039;s SP/MP, so monsters will still use them whenever silence is off.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not that useful for mages because you can&#039;y use silence with weaken, which means you&#039;ll get more hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bread and butter for any type of gameplay.&lt;br /&gt;
&lt;br /&gt;
It reduces damage, lower monster&#039;s evade and resist chance, and reduce monster&#039;s defense.&lt;br /&gt;
&lt;br /&gt;
With offensive and defensive potential, it&#039;s certainly a must-pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Nerf&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
AOE version of Nerf. &lt;br /&gt;
&lt;br /&gt;
Not a must pick, but useful against 3 or more enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MagNet&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce monster&#039;s action speed by 25% and make them unable to evade attacks.&lt;br /&gt;
&lt;br /&gt;
The later part is more important when you play in the last round of lv.300 arenas, against those dragons.&lt;br /&gt;
&lt;br /&gt;
Otherwise it&#039;s just another slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestream&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Absorbs HP from monster.&lt;br /&gt;
&lt;br /&gt;
Because the damage dealt is so low, it simply doesn&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Battle Modes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Battle Modes==&lt;br /&gt;
&lt;br /&gt;
There’re four different battle modes, namely grindfest, crysfest, item world (IW) and areans.&lt;br /&gt;
Each one has its own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arenas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros : credits, equipments (esp. in high level).&lt;br /&gt;
&lt;br /&gt;
Cons : less drops on average, can be difficult.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grindfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Balance between credits and EXP. Can also grind items in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: consumes tons of stamina (2 times arenas)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crtsfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: EXP per stamina (1/2 time arenas). Can also grind crystals in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: you only get crystals and artifacts. No equipments, no items, no credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Drops. You can raise your equipment&#039;s level in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: No credits, less EXP (depending on item&#039;s quality).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Items--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Auras--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Beating the Gods--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Beating the Gods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Hath Perks--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Hath Perks==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Small Tips--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Small Tips==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7416</id>
		<title>User talk:Varst</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7416"/>
		<updated>2012-02-28T13:57:24Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: /* Heavy melee */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&amp;lt;!--Playstyle--&amp;gt;&lt;br /&gt;
==Choosing your playstyle==&lt;br /&gt;
&lt;br /&gt;
Basically there’re three playing styles in HV: mage, light melee and heavy melee.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* Their AOE spells can hit all monsters in the field (assuming you don’t miss).&lt;br /&gt;
* Offensive spells are generally more powerful than direct attacks.&lt;br /&gt;
* Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They’re mana-intensive. It’s usual for mages to consume tons of mana potions.&lt;br /&gt;
* They don’t have great defense, so they can be dealt serious damage from monsters.&lt;br /&gt;
&lt;br /&gt;
===Light melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear light armors, which gives great boost to agility and evade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They don’t rely on mana comparatively.&lt;br /&gt;
* They can act multiple rounds before monsters can react.&lt;br /&gt;
* They have the best evade, so monsters can’t hit them easily.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They need more turns to clear a round.&lt;br /&gt;
* It still hurts when multiple monsters land hits in the same round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear heavy armors, which gives great boost to mitigation and attack power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They have great mitigation, which means monsters can’t deal that much damage.&lt;br /&gt;
* Rare power variant usually gives the best attack boost.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They have high burden, which means they can&#039;t evade monsters&#039; attacks.&lt;br /&gt;
* They have high interference, which means they need more mana to cast supportive/depreciating spells.&lt;br /&gt;
* Diminishing effects on mitigation may hurt at higher levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’re also some unsuccessful playing styles&lt;br /&gt;
&lt;br /&gt;
#Ninja style, with focus on high evade/parry.&lt;br /&gt;
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.&lt;br /&gt;
&lt;br /&gt;
Also, the attack output is just too low.&lt;br /&gt;
&lt;br /&gt;
#Battlecaster style&lt;br /&gt;
There are battlecaster weapons, but it’s not recommended at lower levels.&lt;br /&gt;
&lt;br /&gt;
In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and training in both melee and mage proficiencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fighting Styles--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fighting Styles==&lt;br /&gt;
&lt;br /&gt;
There’re also different fighting styles among mages and melees.&lt;br /&gt;
&lt;br /&gt;
===Mages=== &lt;br /&gt;
&lt;br /&gt;
====Elemental Spells====&lt;br /&gt;
&lt;br /&gt;
Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* Mana-saving&lt;br /&gt;
* Assessable at lower level&lt;br /&gt;
	&lt;br /&gt;
Disadvantages&lt;br /&gt;
* Monsters with double resistance&lt;br /&gt;
* Ineffective at higher difficulty&lt;br /&gt;
&lt;br /&gt;
====Holy/Dark spells====&lt;br /&gt;
&lt;br /&gt;
They have 2 tiers of spells.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* They’re more powerful spells.&lt;br /&gt;
Disadvantages:&lt;br /&gt;
* They are assessable at higher level&lt;br /&gt;
* They’re mana-consuming.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
====One-handed====&lt;br /&gt;
&lt;br /&gt;
====Dual-Wield====&lt;br /&gt;
&lt;br /&gt;
====Two-handed====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Primary Attributes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
&lt;br /&gt;
The first principle is: never allocate too much EXP on one particular attribute. &lt;br /&gt;
&lt;br /&gt;
The EXP required to raise your attribute above 115% of your current level can be enormous.&lt;br /&gt;
&lt;br /&gt;
For mages, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
INT=WIS&amp;gt;AGI=END&amp;gt;STR&amp;gt;DEX&lt;br /&gt;
&lt;br /&gt;
For melees, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
WIS=END=AGI=STR=DEX&amp;gt;INT&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;WIS :gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.&lt;br /&gt;
&lt;br /&gt;
;END :gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.&lt;br /&gt;
&lt;br /&gt;
;AGI :gives you more action speed and better evade. It’s quite important at higher levels, since you’re going to get hit less often.&lt;br /&gt;
&lt;br /&gt;
;INT :primarily increase magic damage output. Useful in the mage style.&lt;br /&gt;
&lt;br /&gt;
;STR :primarily increase physcial damage output. Useful in the melee style.&lt;br /&gt;
&lt;br /&gt;
;DEX :increases your physical attack accuracy, and is primarily useful for melees only.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Choosing Equipments--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Choosing Equipments==&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You should probably pick over-leveled equipments, since those equipments’ stat will also grow when you advance in levels.&lt;br /&gt;
&lt;br /&gt;
The preferred way to obtain over-leveled equipments is through WTS in the forum, where other players are selling their equipments.&lt;br /&gt;
&lt;br /&gt;
2. Equipment quality&lt;br /&gt;
&lt;br /&gt;
Equipment’s quality can be known from its prefix. &lt;br /&gt;
&lt;br /&gt;
Currently the highest quality is legendary, and the lowest quality is crude.&lt;br /&gt;
&lt;br /&gt;
Equipments with better quality suffix have better averaged stat, and equipments of exquisite quality and above will give you bonus stats.&lt;br /&gt;
&lt;br /&gt;
However, it is advised not to determine equipment’s usefulness with its prefix.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Starting (lv. &amp;lt; 130)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
2.	Pick fox/elementalist clothes with high elemental proficiency or high INT, to increase your power. Mitigation is not important.&lt;br /&gt;
&lt;br /&gt;
Middle (lv. &amp;gt;130) (also applies to conversion from melee to mage)&lt;br /&gt;
&lt;br /&gt;
1.	At lv. 130 you should get aranca focus, which greatly improves your accuracy.&lt;br /&gt;
Therefore, you can start using destruction staffs for more power output.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
3.	If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Ability Points--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Ability Points==&lt;br /&gt;
&lt;br /&gt;
You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.&lt;br /&gt;
&lt;br /&gt;
Artifacts also have a chance to give APs, and that would be your main AP source after you reached 40 levels in ability boost.&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
# Pick any spells you need.&lt;br /&gt;
# Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.&lt;br /&gt;
# Pick scroll/infusion slots when you need to fight bosses/legends/gods.&lt;br /&gt;
# Start picking HP tanks. It’s essential for survival.&lt;br /&gt;
# After filling up the HP tank, invest into EXP tanks and MP tanks evenly. &amp;lt;br&amp;gt;You can adjust the ratio between these tanks to level faster/greater chance for survival.&lt;br /&gt;
#If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.&lt;br /&gt;
# Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.&lt;br /&gt;
# Finally, pick some overcharge tanks if you still have APs left.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Trainings--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Trainings==&lt;br /&gt;
&lt;br /&gt;
I’ll group training in accordance with their uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===For general gameplay===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Learner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% experience bonus per level trained.&lt;br /&gt;
&lt;br /&gt;
However, because of the structure of the experience formula, you won’t get a direct 1% bonus to your current experience gain rate.&lt;br /&gt;
&lt;br /&gt;
Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra ability point.&lt;br /&gt;
&lt;br /&gt;
Useful for new players as you need ability points to fill your ability tree.&lt;br /&gt;
&lt;br /&gt;
Its usefulness diminished after lv.110, when players start to get a new tier of abilities per 20 levels.&lt;br /&gt;
&lt;br /&gt;
Avoid training it over 50/100, as you can alternatively get ability points from artifacts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assimilator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training increases your prof. gaining rate by 10%.&lt;br /&gt;
&lt;br /&gt;
It isn’t that cost-effective currently, as prof. have limited effect on your gameplay.&lt;br /&gt;
&lt;br /&gt;
When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Rat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra item slot.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It’s advised to max this training as soon as you’ve extra credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined aura&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra aura slot.&lt;br /&gt;
&lt;br /&gt;
It’s also an important training, as you can get 7% experience bonus every time you can activate a new aura.&lt;br /&gt;
&lt;br /&gt;
However, you only get a new aura point for every 10 levels, so you can train that gradually when you’re leveling, and maximizing that at about lv. 150.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra equipment sets.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to engage in different playing styles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spelunker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cooldown for IW decreases by an hour.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to level up your equipment twice per day. (you’ll need at least 9 levels of spelunker to do so)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drop-rate related trainings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives +2 loot drop chance.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
It’s advised to get a few levels even when your level is low, as it can replenish your supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck of the Draw (LotD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% loot quality bonus.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Equipments are also less worthy at lower levels.&lt;br /&gt;
&lt;br /&gt;
However, it is advised to get more levels of LotD when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartermaster/Archaeologist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 5%/10% more base equipment/artifacts drop chance.&lt;br /&gt;
&lt;br /&gt;
However, they only changes the proportion of equipments/artifacts you’re going to get from drops, so you’ll need also high Scavenger.&lt;br /&gt;
&lt;br /&gt;
You should train them gradually when you progress in levels, as artifacts/equipments will be important sources of credits/other bonus.&lt;br /&gt;
&lt;br /&gt;
LotD is more important if you play more difficult arenas.&lt;br /&gt;
&lt;br /&gt;
Quartermaster/Archaeologist are important if you play tons of rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Karma related===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karma Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1% bonus to all received karma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 0.5 base power.&lt;br /&gt;
&lt;br /&gt;
Both of them contributes to your overall power, which in turn is related to your SP level.&lt;br /&gt;
&lt;br /&gt;
However, this power has no effect on your character’s damage output.&lt;br /&gt;
&lt;br /&gt;
Take these training only if you’re an active member in the forum, and expected to receive lots of karma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Spells--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Supportive Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives 25% bonus to your armor&#039;s physical and magical defense.&lt;br /&gt;
&lt;br /&gt;
More useful for melees, less useful for mages (as clothes have low defense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you extra action speed. &lt;br /&gt;
&lt;br /&gt;
Useful for almost any type of gameplay except bleeding.&lt;br /&gt;
&lt;br /&gt;
Its effect is more significant when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As for melees, a definite plus to stun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Veil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you 20% increment in evade. &lt;br /&gt;
&lt;br /&gt;
Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.&lt;br /&gt;
&lt;br /&gt;
So it&#039;s useless for heavy melees now (who has almost 0 evade)&lt;br /&gt;
&lt;br /&gt;
Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)&lt;br /&gt;
&lt;br /&gt;
Effective for EDB mages and shade melees (who has full evade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
Not that good at lower level because&lt;br /&gt;
&lt;br /&gt;
1. It only targets magical attacks. (from elementals/bosses/legends/gods only)&lt;br /&gt;
&lt;br /&gt;
2. It cannot prevent critical hits. ( can be solved in conjunction with bewilder)&lt;br /&gt;
&lt;br /&gt;
3. It only has 75% success chance.&lt;br /&gt;
&lt;br /&gt;
4. There&#039;s something called scroll of absorption which has 100% success chance.&lt;br /&gt;
&lt;br /&gt;
It can be good for high-level players when casting with surplus channeling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spark of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
A spell you&#039;ll eventually use when running through arenas.&lt;br /&gt;
&lt;br /&gt;
There&#039;re better alternatives in some situations&lt;br /&gt;
&lt;br /&gt;
ROB against gods for mages -&amp;gt; use scroll of life to lower SP cost&lt;br /&gt;
&lt;br /&gt;
ROB against gods for melees -&amp;gt; silence is better&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useless for mages. I don&#039;t think they&#039;re useful for melees.&lt;br /&gt;
&lt;br /&gt;
But hey, you can train your prof. with spikes! (since it has lowest cost)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Focus/Heartseeker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think I need to explain it, right?&lt;br /&gt;
&lt;br /&gt;
A must pick for their individual playstyle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another universal spell.&lt;br /&gt;
&lt;br /&gt;
You need this spell when you play high-difficulty areans/normal EODs.&lt;br /&gt;
&lt;br /&gt;
A very good substitute for spark, but it&#039;s less useful once you progress in levels.&lt;br /&gt;
&lt;br /&gt;
Eventually you&#039;ll need SP shield together with spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Curative Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good. You should pick that, and you&#039;ll always need that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Still good. Not as useful as cure 1 though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It sucks. Even heavy melees don&#039;t need them now. Bye Bye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen 1/2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need them because they can smooth your hp recovery rate.&lt;br /&gt;
&lt;br /&gt;
You probably would like to cast these spells because of its high cost.&lt;br /&gt;
&lt;br /&gt;
===Deprecating Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good against bosses/legends gods.&lt;br /&gt;
&lt;br /&gt;
The damage is not the main focus; it&#039;s the reduction in monster&#039;s SP/MP regen rate that it&#039;s useful.&lt;br /&gt;
&lt;br /&gt;
Because of its long duration, you probably need to put 1 AP only, till you meet gods.&lt;br /&gt;
&lt;br /&gt;
1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It slows down monster&#039;s action speed by 50%.&lt;br /&gt;
&lt;br /&gt;
Not that useful at lower level, mainly because of its short duration.&lt;br /&gt;
&lt;br /&gt;
This spell will get better once you have better action speed and depreciating prof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce physical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
A very useful spell for both mages and melees against bosses/legends/gods.&lt;br /&gt;
&lt;br /&gt;
Also useful when you play in x25 difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep/Confuse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not a very useful spell.&lt;br /&gt;
&lt;br /&gt;
The problem is that it&#039;s too easy to break, and it has low duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bewilder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce magical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
Not as useful as its physical counterpart, but can be used in conjunction with scroll of absorption against magical attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce physical/magical hit chance by 25%.&lt;br /&gt;
&lt;br /&gt;
A very good spell, but it will not be your first priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Prevent monsters from using special attacks and magic.&lt;br /&gt;
&lt;br /&gt;
Bread and butter for melees against gods. Also useful against bosses/legends.&lt;br /&gt;
&lt;br /&gt;
However&lt;br /&gt;
&lt;br /&gt;
1. It will dispel blind and weaken. It means you&#039;ll take more damage and crits.&lt;br /&gt;
&lt;br /&gt;
2. It only prevents monsters from using its skills. It doesn&#039;t drain monster&#039;s SP/MP, so monsters will still use them whenever silence is off.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not that useful for mages because you can&#039;y use silence with weaken, which means you&#039;ll get more hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bread and butter for any type of gameplay.&lt;br /&gt;
&lt;br /&gt;
It reduces damage, lower monster&#039;s evade and resist chance, and reduce monster&#039;s defense.&lt;br /&gt;
&lt;br /&gt;
With offensive and defensive potential, it&#039;s certainly a must-pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Nerf&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
AOE version of Nerf. &lt;br /&gt;
&lt;br /&gt;
Not a must pick, but useful against 3 or more enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MagNet&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce monster&#039;s action speed by 25% and make them unable to evade attacks.&lt;br /&gt;
&lt;br /&gt;
The later part is more important when you play in the last round of lv.300 arenas, against those dragons.&lt;br /&gt;
&lt;br /&gt;
Otherwise it&#039;s just another slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestream&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Absorbs HP from monster.&lt;br /&gt;
&lt;br /&gt;
Because the damage dealt is so low, it simply doesn&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Battle Modes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Battle Modes==&lt;br /&gt;
&lt;br /&gt;
There’re four different battle modes, namely grindfest, crysfest, item world (IW) and areans.&lt;br /&gt;
Each one has its own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arenas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros : credits, equipments (esp. in high level).&lt;br /&gt;
&lt;br /&gt;
Cons : less drops on average, can be difficult.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grindfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Balance between credits and EXP. Can also grind items in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: consumes tons of stamina (2 times arenas)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crtsfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: EXP per stamina (1/2 time arenas). Can also grind crystals in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: you only get crystals and artifacts. No equipments, no items, no credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Drops. You can raise your equipment&#039;s level in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: No credits, less EXP (depending on item&#039;s quality).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Items--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Auras--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Beating the Gods--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Beating the Gods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Hath Perks--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Hath Perks==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Small Tips--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Small Tips==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7415</id>
		<title>User talk:Varst</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:Varst&amp;diff=7415"/>
		<updated>2012-02-28T13:55:06Z</updated>

		<summary type="html">&lt;p&gt;Anime Janai: /* Mages */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
&amp;lt;!--Playstyle--&amp;gt;&lt;br /&gt;
==Choosing your playstyle==&lt;br /&gt;
&lt;br /&gt;
Basically there’re three playing styles in HV: mage, light melee and heavy melee.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* Their AOE spells can hit all monsters in the field (assuming you don’t miss).&lt;br /&gt;
* Offensive spells are generally more powerful than direct attacks.&lt;br /&gt;
* Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They’re mana-intensive. It’s usual for mages to consume tons of mana potions.&lt;br /&gt;
* They don’t have great defense, so they can be dealt serious damage from monsters.&lt;br /&gt;
&lt;br /&gt;
===Light melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear light armors, which gives great boost to agility and evade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They don’t rely on mana comparatively.&lt;br /&gt;
* They can act multiple rounds before monsters can react.&lt;br /&gt;
* They have the best evade, so monsters can’t hit them easily.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They need more turns to clear a round.&lt;br /&gt;
* It still hurts when multiple monsters land hits in the same round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy melee===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They wear heavy armors, which gives great boost to mitigation and attack power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
* They have great mitigation, which means monsters can’t deal that much damage.&lt;br /&gt;
* Rare power variant usually gives the best attack boost.&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
* They have high burden, which means they can&#039;t evade monsters&#039; attacks.&lt;br /&gt;
* They have high interference, which means they need more mana to cast supportive/depreciating spells.&lt;br /&gt;
* Diminishing effects on mitigation may hurt at higher levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There’re also some unsuccessful playing styles&lt;br /&gt;
&lt;br /&gt;
#Ninja style, with focus on high evade/parry.&lt;br /&gt;
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.&lt;br /&gt;
&lt;br /&gt;
Also, the attack output is just too low.&lt;br /&gt;
&lt;br /&gt;
#Battlecaster style&lt;br /&gt;
There’re battlecaster weapons, but it’s not recommended at lower levels.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Fighting Styles--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Fighting Styles==&lt;br /&gt;
&lt;br /&gt;
There’re also different fighting styles among mages and melees.&lt;br /&gt;
&lt;br /&gt;
===Mages=== &lt;br /&gt;
&lt;br /&gt;
====Elemental Spells====&lt;br /&gt;
&lt;br /&gt;
Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* Mana-saving&lt;br /&gt;
* Assessable at lower level&lt;br /&gt;
	&lt;br /&gt;
Disadvantages&lt;br /&gt;
* Monsters with double resistance&lt;br /&gt;
* Ineffective at higher difficulty&lt;br /&gt;
&lt;br /&gt;
====Holy/Dark spells====&lt;br /&gt;
&lt;br /&gt;
They have 2 tiers of spells.&lt;br /&gt;
&lt;br /&gt;
Advantages:&lt;br /&gt;
* They’re more powerful spells.&lt;br /&gt;
Disadvantages:&lt;br /&gt;
* They are assessable at higher level&lt;br /&gt;
* They’re mana-consuming.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
====One-handed====&lt;br /&gt;
&lt;br /&gt;
====Dual-Wield====&lt;br /&gt;
&lt;br /&gt;
====Two-handed====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Primary Attributes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
&lt;br /&gt;
The first principle is: never allocate too much EXP on one particular attribute. &lt;br /&gt;
&lt;br /&gt;
The EXP required to raise your attribute above 115% of your current level can be enormous.&lt;br /&gt;
&lt;br /&gt;
For mages, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
INT=WIS&amp;gt;AGI=END&amp;gt;STR&amp;gt;DEX&lt;br /&gt;
&lt;br /&gt;
For melees, it’s suggested to keep the following trend:&lt;br /&gt;
&lt;br /&gt;
WIS=END=AGI=STR=DEX&amp;gt;INT&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;WIS :gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.&lt;br /&gt;
&lt;br /&gt;
;END :gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.&lt;br /&gt;
&lt;br /&gt;
;AGI :gives you more action speed and better evade. It’s quite important at higher levels, since you’re going to get hit less often.&lt;br /&gt;
&lt;br /&gt;
;INT :primarily increase magic damage output. Useful in the mage style.&lt;br /&gt;
&lt;br /&gt;
;STR :primarily increase physcial damage output. Useful in the melee style.&lt;br /&gt;
&lt;br /&gt;
;DEX :increases your physical attack accuracy, and is primarily useful for melees only.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Choosing Equipments--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Choosing Equipments==&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
You should probably pick over-leveled equipments, since those equipments’ stat will also grow when you advance in levels.&lt;br /&gt;
&lt;br /&gt;
The preferred way to obtain over-leveled equipments is through WTS in the forum, where other players are selling their equipments.&lt;br /&gt;
&lt;br /&gt;
2. Equipment quality&lt;br /&gt;
&lt;br /&gt;
Equipment’s quality can be known from its prefix. &lt;br /&gt;
&lt;br /&gt;
Currently the highest quality is legendary, and the lowest quality is crude.&lt;br /&gt;
&lt;br /&gt;
Equipments with better quality suffix have better averaged stat, and equipments of exquisite quality and above will give you bonus stats.&lt;br /&gt;
&lt;br /&gt;
However, it is advised not to determine equipment’s usefulness with its prefix.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Starting (lv. &amp;lt; 130)&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
2.	Pick fox/elementalist clothes with high elemental proficiency or high INT, to increase your power. Mitigation is not important.&lt;br /&gt;
&lt;br /&gt;
Middle (lv. &amp;gt;130) (also applies to conversion from melee to mage)&lt;br /&gt;
&lt;br /&gt;
1.	At lv. 130 you should get aranca focus, which greatly improves your accuracy.&lt;br /&gt;
Therefore, you can start using destruction staffs for more power output.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
3.	If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.&lt;br /&gt;
&lt;br /&gt;
===Melees===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Ability Points--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Ability Points==&lt;br /&gt;
&lt;br /&gt;
You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.&lt;br /&gt;
&lt;br /&gt;
Artifacts also have a chance to give APs, and that would be your main AP source after you reached 40 levels in ability boost.&lt;br /&gt;
&lt;br /&gt;
Some general principles:&lt;br /&gt;
&lt;br /&gt;
# Pick any spells you need.&lt;br /&gt;
# Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.&lt;br /&gt;
# Pick scroll/infusion slots when you need to fight bosses/legends/gods.&lt;br /&gt;
# Start picking HP tanks. It’s essential for survival.&lt;br /&gt;
# After filling up the HP tank, invest into EXP tanks and MP tanks evenly. &amp;lt;br&amp;gt;You can adjust the ratio between these tanks to level faster/greater chance for survival.&lt;br /&gt;
#If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.&lt;br /&gt;
# Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.&lt;br /&gt;
# Finally, pick some overcharge tanks if you still have APs left.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Trainings--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Trainings==&lt;br /&gt;
&lt;br /&gt;
I’ll group training in accordance with their uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===For general gameplay===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Learner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% experience bonus per level trained.&lt;br /&gt;
&lt;br /&gt;
However, because of the structure of the experience formula, you won’t get a direct 1% bonus to your current experience gain rate.&lt;br /&gt;
&lt;br /&gt;
Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra ability point.&lt;br /&gt;
&lt;br /&gt;
Useful for new players as you need ability points to fill your ability tree.&lt;br /&gt;
&lt;br /&gt;
Its usefulness diminished after lv.110, when players start to get a new tier of abilities per 20 levels.&lt;br /&gt;
&lt;br /&gt;
Avoid training it over 50/100, as you can alternatively get ability points from artifacts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assimilator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training increases your prof. gaining rate by 10%.&lt;br /&gt;
&lt;br /&gt;
It isn’t that cost-effective currently, as prof. have limited effect on your gameplay.&lt;br /&gt;
&lt;br /&gt;
When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Rat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra item slot.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It’s advised to max this training as soon as you’ve extra credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined aura&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra aura slot.&lt;br /&gt;
&lt;br /&gt;
It’s also an important training, as you can get 7% experience bonus every time you can activate a new aura.&lt;br /&gt;
&lt;br /&gt;
However, you only get a new aura point for every 10 levels, so you can train that gradually when you’re leveling, and maximizing that at about lv. 150.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1 extra equipment sets.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to engage in different playing styles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spelunker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cooldown for IW decreases by an hour.&lt;br /&gt;
&lt;br /&gt;
It’s not an important training. Take it only if you want to level up your equipment twice per day. (you’ll need at least 9 levels of spelunker to do so)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drop-rate related trainings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives +2 loot drop chance.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
It’s advised to get a few levels even when your level is low, as it can replenish your supply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luck of the Draw (LotD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 1% loot quality bonus.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Equipments are also less worthy at lower levels.&lt;br /&gt;
&lt;br /&gt;
However, it is advised to get more levels of LotD when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartermaster/Archaeologist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives 5%/10% more base equipment/artifacts drop chance.&lt;br /&gt;
&lt;br /&gt;
However, they only changes the proportion of equipments/artifacts you’re going to get from drops, so you’ll need also high Scavenger.&lt;br /&gt;
&lt;br /&gt;
You should train them gradually when you progress in levels, as artifacts/equipments will be important sources of credits/other bonus.&lt;br /&gt;
&lt;br /&gt;
LotD is more important if you play more difficult arenas.&lt;br /&gt;
&lt;br /&gt;
Quartermaster/Archaeologist are important if you play tons of rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Karma related===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karma Amplifier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 1% bonus to all received karma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This training gives you 0.5 base power.&lt;br /&gt;
&lt;br /&gt;
Both of them contributes to your overall power, which in turn is related to your SP level.&lt;br /&gt;
&lt;br /&gt;
However, this power has no effect on your character’s damage output.&lt;br /&gt;
&lt;br /&gt;
Take these training only if you’re an active member in the forum, and expected to receive lots of karma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Spells--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Supportive Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives 25% bonus to your armor&#039;s physical and magical defense.&lt;br /&gt;
&lt;br /&gt;
More useful for melees, less useful for mages (as clothes have low defense)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you extra action speed. &lt;br /&gt;
&lt;br /&gt;
Useful for almost any type of gameplay except bleeding.&lt;br /&gt;
&lt;br /&gt;
Its effect is more significant when you progress in levels.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As for melees, a definite plus to stun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Veil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives you 20% increment in evade. &lt;br /&gt;
&lt;br /&gt;
Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.&lt;br /&gt;
&lt;br /&gt;
So it&#039;s useless for heavy melees now (who has almost 0 evade)&lt;br /&gt;
&lt;br /&gt;
Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)&lt;br /&gt;
&lt;br /&gt;
Effective for EDB mages and shade melees (who has full evade)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
Not that good at lower level because&lt;br /&gt;
&lt;br /&gt;
1. It only targets magical attacks. (from elementals/bosses/legends/gods only)&lt;br /&gt;
&lt;br /&gt;
2. It cannot prevent critical hits. ( can be solved in conjunction with bewilder)&lt;br /&gt;
&lt;br /&gt;
3. It only has 75% success chance.&lt;br /&gt;
&lt;br /&gt;
4. There&#039;s something called scroll of absorption which has 100% success chance.&lt;br /&gt;
&lt;br /&gt;
It can be good for high-level players when casting with surplus channeling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spark of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A universal spell.&lt;br /&gt;
&lt;br /&gt;
A spell you&#039;ll eventually use when running through arenas.&lt;br /&gt;
&lt;br /&gt;
There&#039;re better alternatives in some situations&lt;br /&gt;
&lt;br /&gt;
ROB against gods for mages -&amp;gt; use scroll of life to lower SP cost&lt;br /&gt;
&lt;br /&gt;
ROB against gods for melees -&amp;gt; silence is better&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useless for mages. I don&#039;t think they&#039;re useful for melees.&lt;br /&gt;
&lt;br /&gt;
But hey, you can train your prof. with spikes! (since it has lowest cost)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Focus/Heartseeker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think I need to explain it, right?&lt;br /&gt;
&lt;br /&gt;
A must pick for their individual playstyle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SP shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another universal spell.&lt;br /&gt;
&lt;br /&gt;
You need this spell when you play high-difficulty areans/normal EODs.&lt;br /&gt;
&lt;br /&gt;
A very good substitute for spark, but it&#039;s less useful once you progress in levels.&lt;br /&gt;
&lt;br /&gt;
Eventually you&#039;ll need SP shield together with spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Curative Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good. You should pick that, and you&#039;ll always need that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Still good. Not as useful as cure 1 though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It sucks. Even heavy melees don&#039;t need them now. Bye Bye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen 1/2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need them because they can smooth your hp recovery rate.&lt;br /&gt;
&lt;br /&gt;
You probably would like to cast these spells because of its high cost.&lt;br /&gt;
&lt;br /&gt;
===Deprecating Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Good against bosses/legends gods.&lt;br /&gt;
&lt;br /&gt;
The damage is not the main focus; it&#039;s the reduction in monster&#039;s SP/MP regen rate that it&#039;s useful.&lt;br /&gt;
&lt;br /&gt;
Because of its long duration, you probably need to put 1 AP only, till you meet gods.&lt;br /&gt;
&lt;br /&gt;
1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It slows down monster&#039;s action speed by 50%.&lt;br /&gt;
&lt;br /&gt;
Not that useful at lower level, mainly because of its short duration.&lt;br /&gt;
&lt;br /&gt;
This spell will get better once you have better action speed and depreciating prof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce physical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
A very useful spell for both mages and melees against bosses/legends/gods.&lt;br /&gt;
&lt;br /&gt;
Also useful when you play in x25 difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep/Confuse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not a very useful spell.&lt;br /&gt;
&lt;br /&gt;
The problem is that it&#039;s too easy to break, and it has low duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bewilder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce magical damage by 50% and prevents crit.&lt;br /&gt;
&lt;br /&gt;
Not as useful as its physical counterpart, but can be used in conjunction with scroll of absorption against magical attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce physical/magical hit chance by 25%.&lt;br /&gt;
&lt;br /&gt;
A very good spell, but it will not be your first priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Prevent monsters from using special attacks and magic.&lt;br /&gt;
&lt;br /&gt;
Bread and butter for melees against gods. Also useful against bosses/legends.&lt;br /&gt;
&lt;br /&gt;
However&lt;br /&gt;
&lt;br /&gt;
1. It will dispel blind and weaken. It means you&#039;ll take more damage and crits.&lt;br /&gt;
&lt;br /&gt;
2. It only prevents monsters from using its skills. It doesn&#039;t drain monster&#039;s SP/MP, so monsters will still use them whenever silence is off.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not that useful for mages because you can&#039;y use silence with weaken, which means you&#039;ll get more hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nerf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bread and butter for any type of gameplay.&lt;br /&gt;
&lt;br /&gt;
It reduces damage, lower monster&#039;s evade and resist chance, and reduce monster&#039;s defense.&lt;br /&gt;
&lt;br /&gt;
With offensive and defensive potential, it&#039;s certainly a must-pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Nerf&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
AOE version of Nerf. &lt;br /&gt;
&lt;br /&gt;
Not a must pick, but useful against 3 or more enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MagNet&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reduce monster&#039;s action speed by 25% and make them unable to evade attacks.&lt;br /&gt;
&lt;br /&gt;
The later part is more important when you play in the last round of lv.300 arenas, against those dragons.&lt;br /&gt;
&lt;br /&gt;
Otherwise it&#039;s just another slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifestream&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Absorbs HP from monster.&lt;br /&gt;
&lt;br /&gt;
Because the damage dealt is so low, it simply doesn&#039;t worth it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Battle Modes--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Battle Modes==&lt;br /&gt;
&lt;br /&gt;
There’re four different battle modes, namely grindfest, crysfest, item world (IW) and areans.&lt;br /&gt;
Each one has its own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arenas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros : credits, equipments (esp. in high level).&lt;br /&gt;
&lt;br /&gt;
Cons : less drops on average, can be difficult.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grindfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Balance between credits and EXP. Can also grind items in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: consumes tons of stamina (2 times arenas)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crtsfest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: EXP per stamina (1/2 time arenas). Can also grind crystals in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: you only get crystals and artifacts. No equipments, no items, no credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pros: Drops. You can raise your equipment&#039;s level in high level.&lt;br /&gt;
&lt;br /&gt;
Cons: No credits, less EXP (depending on item&#039;s quality).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Items--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Auras--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Auras==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Beating the Gods--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Beating the Gods==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Hath Perks--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Hath Perks==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Small Tips--&amp;gt;&lt;br /&gt;
&amp;lt;!--Comments so I can search easily when editing--&amp;gt;&lt;br /&gt;
==Small Tips==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Anime Janai</name></author>
	</entry>
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