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	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25131</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25131"/>
		<updated>2013-06-29T17:29:50Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Attack Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raises Attack Accuracy, and base Parry Chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 75)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equip_bonus]]) * (1 - [[Proficiency|prof_bonus]]?) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold]] star?) is obtained (or 2 if both are possessed?). Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25128</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25128"/>
		<updated>2013-06-29T17:06:41Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Accuracy &amp;amp; Crit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raises Attack Accuracy, and base Parry Chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 75)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equip_bonus]]) * (1 - [[Proficiency|prof_bonus]]?) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1)) * (1 -  Min(Max((([[Burden]] - 40)^1.5, 0) * 0.02^1.5), 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold]] star?) is obtained (or 2 if both are possessed?). Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Talk:Character_Stats&amp;diff=25093</id>
		<title>Talk:Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Talk:Character_Stats&amp;diff=25093"/>
		<updated>2013-06-25T13:35:52Z</updated>

		<summary type="html">&lt;p&gt;Lement: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) &lt;br /&gt;
&lt;br /&gt;
what does the comma mean?  --[[User:Ewq23|Ewq23]] ([[User talk:Ewq23|talk]]) 00:11, 24 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
It means the base of the log. mathematically equivalent to division by log(1.0003). --[[User:Lement|Lement]] (13:36, 25 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Accuracy ==&lt;br /&gt;
Isn&#039;t &amp;quot;Every point raises Magic Points by 1 except for every fourth point&amp;quot; just +0.75 MP per wisdom point?&lt;br /&gt;
If every fourth point means to say that on quantity divisible by 4, then this is just means at 0 wisdom there is a non integer value for MP otherwise it would be every n-1 wisdom does not grant an MP point where n is wisdom values divisible by four.&lt;br /&gt;
-mrttao&lt;br /&gt;
&lt;br /&gt;
You can test that yourself (And you should.) [[User:Varst|Varst]] 08:03, 5 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25092</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25092"/>
		<updated>2013-06-25T13:32:13Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Primary Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raises Attack Accuracy, and base Parry Chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (10%/level)&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 75)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(()[[Interference]] * 0.02)^1.5), 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment|equip_bonus]]) * (1 - [[Proficiency|prof_bonus]]?) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1)) * (1 -  Min(Max((([[Burden]] - 40)^1.5, 0) * 0.02^1.5), 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold]] star?) is obtained (or 2 if both are possessed?). Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25089</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=25089"/>
		<updated>2013-06-25T12:50:44Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Attack Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|Physical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
* Every 25 points raises Attack Accuracy, and base Parry Chance by 1%&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
* Every point above the player&#039;s [[level]] increases attack speed by (0.05% * level)&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|Magical Damage]] formula&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*The attack speed increases from AGI is capped at 10%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 75)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(()[[Interference]] * 0.02)^1.5), 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?) * (1 - Min(0.1, Max((AGI-level)/level,0)*0.1)) * (1 -  Min(Max((([[Burden]] - 40)^1.5, 0) * 0.02^1.5), 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold]] star?) is obtained (or 2 if both are possessed?). Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16665</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16665"/>
		<updated>2012-11-05T14:41:44Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* My Monster Lab monsters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice, not for game enjoyment)&lt;br /&gt;
&lt;br /&gt;
1st priority: grab free gear from WTS forum.&lt;br /&gt;
&lt;br /&gt;
2nd priority: Fight hourly battles on the highest difficulty you can, &lt;br /&gt;
&lt;br /&gt;
3rd priority: Do your daily arenas, once again, on the highest difficulty you can. &lt;br /&gt;
&lt;br /&gt;
4th priority: Find the lowest PXP Crude you can and spend the rest of the time fighting in it&#039;s Item World at highest comfortable difficulty(good place to test out stuff and proficiency grind, too) to gather XP fastest. &lt;br /&gt;
&lt;br /&gt;
Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). )After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
====Choosing your build====&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. At high levels, you can play both as melee and mage due exp points requirement going up exponentially. &lt;br /&gt;
&lt;br /&gt;
For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
====Hitting 100 and defeating the Ultimates for cash in Ring====&lt;br /&gt;
&lt;br /&gt;
Check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 40 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. &lt;br /&gt;
Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles).&lt;br /&gt;
If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge(since it consumes 10 first, then uses skill) at wrong moment and die.&lt;br /&gt;
This strategy is slow, but will net you the win. You&#039;ll stop using once you have &#039;Silence&#039;, or even &#039;Spirit Shield&#039; with lots of spirit points, good Holy mage gear is a plus oto.&lt;br /&gt;
&lt;br /&gt;
The trophies are worth more than what they sell for, but are like lottery tickets-bad investment most of the time. For equips, choose 2h if melee, staff if mage.NEVER spend it on cloth or light armor since you need tier 3(phase,shade) or 2(kevlar, gossamer) to get something good from them, and those drop from trohpies at 2% and 5% rate, respectively. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
Lower your difficulty a bit to get your proficiencies up, keep doing your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear as the first 8 always give a token bonus.&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
Should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
For abilities, first thing you do would be grabbing Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Spell element(elemental/holy/dark) is what matters for mage. Cloth and staff proficiency help nicely for oneshotting normal and mana, but take far too long to train. Keep to 1 element or gossamer of the Elementalist. Once those are up you can start doing Item worlds on normal or easy.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
Should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
As for melee-specific abilities, certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the tanks mentioned above, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell weapon category (2h/1h/DW).Wait until 150(Regen II) or 170(Heartseeker) to do them with reasonable speed on higher difficulty. Use 2h, obviously, and estoc will beat bleeding wound weapons past 170, too. &lt;br /&gt;
&lt;br /&gt;
====Browser====&lt;br /&gt;
It is recommended to not use Firefox or Internet explorer for playing Hentaiverse, since their time taken to load a page is much higher than chrome, iron, coolnovo, comodo or opera( which is kind of oddball - it has aggressive caching which helps for speed but not so good script support - and scripts help a lot in HV for speed). There are hotkey (re)assignment, No victory popup, battle log highlighting, remaining turn durations on status effects, tracking your drops and displaying gems as images on your attack pane scripts to mention more useful ones, as well as Random encounter reminder should you be in HV at the time. Beware, though - every script you add slows down the loading time for all the scripts. I personally recommend iron and HentaiVerse Minor Additions/No victory popup scripts for melees and first HVMA, then only gem icon plus no victory popup for mages. HVStat has functions that HVMA doesn&#039;t have, such as displaying skill button and tracking drops, but is far slower in loading.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
11 25	Giant		Baliir&lt;br /&gt;
&lt;br /&gt;
12 25	Daimon		Khaless Sharen&lt;br /&gt;
&lt;br /&gt;
13 25	Undead		Xyphos Celestin&lt;br /&gt;
&lt;br /&gt;
14 25	Dragon		Simo Hayha(yes, I&#039;m aware he may be more fitting as some other monster class. I&#039;ll see about it when I get to leveling him)&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=16481</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=16481"/>
		<updated>2012-11-01T01:44:45Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Fighting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills&#039;&#039;&#039; are special abilities in the [[HentaiVerse]], currently for aiding the user in combat.&lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
These skills are available to all players.&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:defend.png]]&amp;lt;br&amp;gt;Defend&lt;br /&gt;
| You are defending from enemy blows. The amount of damage you take is reduced by 25%&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Defending&#039;&#039;&#039; lasts for 2 turns - the turn in which it was cast and the following turn&#039;&#039;&lt;br /&gt;
* &#039;&#039;10% [[Overcharge]] is consumed to recover 10% [[Character_Stats#Bases|base health]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Static_Charge.png]]&amp;lt;br&amp;gt;Focus&lt;br /&gt;
| You are mentally prepared for casting a magical attack. The chance for your spell being resisted or interfered is reduced, but so are your avoidance stats.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Focusing&#039;&#039;&#039; will leave the player unable to Evade/Block/Parry/Resist. Monsters can still miss though.&lt;br /&gt;
* &#039;&#039;Increases Magic Hit Chance by 50%&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] is consumed to recover 5% [[Character_Stats#Bases|base mana]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:flee.png]]&amp;lt;br&amp;gt;Flee&lt;br /&gt;
| You are running away.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fleeing&#039;&#039;&#039; may take a full turn to take effect, during which monsters may still attack&lt;br /&gt;
* &#039;&#039;Removes the player from the current [[battle]] series&#039;&#039;&lt;br /&gt;
* &#039;&#039;Counts as a [[Monster_Lab#Chances|victory]] for monsters involved. There is a cooldown on how often a player can count towards a win.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.JPG|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Monster Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Monster Trainer&lt;br /&gt;
** Melee Attack [[Damage Type]]&lt;br /&gt;
** Damage Type Weaknesses, Resistances, and Immunities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fighting Skills==&lt;br /&gt;
A player&#039;s [[fighting style]] will grant additional fighting skills to players. &lt;br /&gt;
*They cannot miss.&lt;br /&gt;
*Players do not need to be in [[Spirit Stance]] to use these skills though this does boost their damage.&lt;br /&gt;
**If they are used while Spirit Stance is activated, the cost for Spirit Stance will be deducted before the skill is used. Thus, the skill will fail if the player doesn&#039;t have at least 10% Overcharge past the skill&#039;s cost.&lt;br /&gt;
*Using skills will drain [[Overcharge]] according to the table below. Additional Overcharge gives a bonus towards the inflicted damage.&lt;br /&gt;
*All skills have a cooldown time before they can be used again.&lt;br /&gt;
*New skills are unlocked with higher [[Proficiencies]]. For Niten Ichiryu, the smaller of dual-wield and two-handed proficiencies is used for this calculation.&lt;br /&gt;
*These skills use the player&#039;s current mainhand [[Weapons|weapon]]&#039;s element / damage type unless otherwise stated.&lt;br /&gt;
*Skills can be chained. Players need to use lower-tier skills in order to unlock higher-tier skills. This lasts for 5 turns each.&lt;br /&gt;
**[[Image:chain1.png]] = Tier 2 unlocked&lt;br /&gt;
**[[Image:chain2.png]] = Tier 3 unlocked&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style &lt;br /&gt;
!Skill (Tier)&lt;br /&gt;
!Cost &lt;br /&gt;
!Cooldown &lt;br /&gt;
!Unlock &lt;br /&gt;
!Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
!Shield Bash (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |25&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &lt;br /&gt;
*Does NOT require a [[Shield_(Equipment)|shield]].&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Does crushing damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vital Strike (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|&lt;br /&gt;
*Causes Bleeding Wound to a stunned enemy for 5 turns.&lt;br /&gt;
*Deals extra damage to a stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Merciful Blow (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Finish off a mortally wounded enemy.&lt;br /&gt;
*Instantly kills a bleeding target with less than 25% health.&lt;br /&gt;
**A target with more than 25% health simply takes damage.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
!Iris Strike (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&lt;br /&gt;
*Causes [[Spells#Deprecating_Magic|Blind]].&lt;br /&gt;
|-&lt;br /&gt;
!Backstab (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Ponies do it from behind.&lt;br /&gt;
*Deals extra damage on Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict [[Spells#Deprecating_Magic|Poison]] on Blinded targets.&lt;br /&gt;
|-&lt;br /&gt;
!Frenzied Blows (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Go nuts.&lt;br /&gt;
*Hits all enemies for a total of 10-26 hits (depends on the number of enemies).&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[Fighting_Styles#Two-Handed|2-Handed Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
!Great Cleave (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Focus a powerful strike on a single enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Blow (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Tears through enemy defenses, leaving them vulnerable for followup attacks. &lt;br /&gt;
*Inflicts Penetrated Armor on all targets.&lt;br /&gt;
|-&lt;br /&gt;
!Shatter Strike (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|A mighty swing with your weapon causes your enemies to stagger.&lt;br /&gt;
*Inflicts Stunned on all targets if chained of off Rending Blow.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
!Skyward Sword&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Channels the power of the heavens for a powerful strike that causes massive carnage.&lt;br /&gt;
*Inflicts both Penetrated Armor and Bleeding Wound on all targets.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
!Concussive Strike&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Skills==&lt;br /&gt;
Skills that have special requirements to unlock.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost !! Cooldown !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
!Orbital Friendship Cannon&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |200&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Massive AoE damage to all enemies on the battlefield.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different My Little Pony [[Items#Collectables|collectables]].&lt;br /&gt;
|-&lt;br /&gt;
!FUS RO DAH&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|Damages and temporarily staggers all enemies on the battlefield.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier * Overcharge * 0.02&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Skill Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;1H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash || 1&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || 2.5, 5 if stunned&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || 5 if Monster HP &amp;gt; 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;2H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cleaving Blow || 3.5&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Dual Wield&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iris Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || 2.5, 5 if blinded&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Niten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skyward Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Concussive Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Orbital Friendship Cannon || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Spells]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16332</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16332"/>
		<updated>2012-10-26T18:44:36Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Low levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice, not for game enjoyment)&lt;br /&gt;
&lt;br /&gt;
1st priority: grab free gear from WTS forum.&lt;br /&gt;
&lt;br /&gt;
2nd priority: Fight hourly battles on the highest difficulty you can, &lt;br /&gt;
&lt;br /&gt;
3rd priority: Do your daily arenas, once again, on the highest difficulty you can. &lt;br /&gt;
&lt;br /&gt;
4th priority: Find the lowest PXP Crude you can and spend the rest of the time fighting in it&#039;s Item World at highest comfortable difficulty(good place to test out stuff and proficiency grind, too) to gather XP fastest. &lt;br /&gt;
&lt;br /&gt;
Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). )After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
====Choosing your build====&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. At high levels, you can play both as melee and mage due exp points requirement going up exponentially. &lt;br /&gt;
&lt;br /&gt;
For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
====Hitting 100 and defeating the Ultimates for cash in Ring====&lt;br /&gt;
&lt;br /&gt;
Check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 40 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. &lt;br /&gt;
Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles).&lt;br /&gt;
If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge(since it consumes 10 first, then uses skill) at wrong moment and die.&lt;br /&gt;
This strategy is slow, but will net you the win. You&#039;ll stop using once you have &#039;Silence&#039;, or even &#039;Spirit Shield&#039; with lots of spirit points, good Holy mage gear is a plus oto.&lt;br /&gt;
&lt;br /&gt;
The trophies are worth more than what they sell for, but are like lottery tickets-bad investment most of the time. For equips, choose 2h if melee, staff if mage.NEVER spend it on cloth or light armor since you need tier 3(phase,shade) or 2(kevlar, gossamer) to get something good from them, and those drop from trohpies at 2% and 5% rate, respectively. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
Lower your difficulty a bit to get your proficiencies up, keep doing your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear as the first 8 always give a token bonus.&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
Should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
For abilities, first thing you do would be grabbing Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Spell element(elemental/holy/dark) is what matters for mage. Cloth and staff proficiency help nicely for oneshotting normal and mana, but take far too long to train. Keep to 1 element or gossamer of the Elementalist. Once those are up you can start doing Item worlds on normal or easy.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
Should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
As for melee-specific abilities, certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the tanks mentioned above, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell weapon category (2h/1h/DW).Wait until 150(Regen II) or 170(Heartseeker) to do them with reasonable speed on higher difficulty. Use 2h, obviously, and estoc will beat bleeding wound weapons past 170, too. &lt;br /&gt;
&lt;br /&gt;
====Browser====&lt;br /&gt;
It is recommended to not use Firefox or Internet explorer for playing Hentaiverse, since their time taken to load a page is much higher than chrome, iron, coolnovo, comodo or opera( which is kind of oddball - it has aggressive caching which helps for speed but not so good script support - and scripts help a lot in HV for speed). There are hotkey (re)assignment, No victory popup, battle log highlighting, remaining turn durations on status effects, tracking your drops and displaying gems as images on your attack pane scripts to mention more useful ones, as well as Random encounter reminder should you be in HV at the time. Beware, though - every script you add slows down the loading time for all the scripts. I personally recommend iron and HentaiVerse Minor Additions/No victory popup scripts for melees and first HVMA, then only gem icon plus no victory popup for mages. HVStat has functions that HVMA doesn&#039;t have, such as displaying skill button and tracking drops, but is far slower in loading.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16331</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16331"/>
		<updated>2012-10-26T18:35:09Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Low levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice, not for game enjoyment)&lt;br /&gt;
&lt;br /&gt;
1st priority: grab free gear from WTS forum.&lt;br /&gt;
&lt;br /&gt;
2nd priority: Fight hourly battles on the highest difficulty you can, &lt;br /&gt;
&lt;br /&gt;
3rd priority: Do your daily arenas, once again, on the highest difficulty you can. &lt;br /&gt;
&lt;br /&gt;
4th priority: Find the lowest PXP Crude you can and spend the rest of the time fighting in it&#039;s Item World at highest comfortable difficulty(good place to test out stuff and proficiency grind, too) to gather XP fastest. &lt;br /&gt;
&lt;br /&gt;
Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). )After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choosing your build&#039;&#039;&#039;&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. At high levels, you can play both as melee and mage due exp points requirement going up exponentially. &lt;br /&gt;
&lt;br /&gt;
For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hitting 100 and defeating the Ultimates for cash in Ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 40 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. &lt;br /&gt;
Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles).&lt;br /&gt;
If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge(since it consumes 10 first, then uses skill) at wrong moment and die.&lt;br /&gt;
This strategy is slow, but will net you the win. You&#039;ll stop using once you have &#039;Silence&#039;, or even &#039;Spirit Shield&#039; with lots of spirit points, good Holy mage gear is a plus oto.&lt;br /&gt;
&lt;br /&gt;
The trophies are worth more than what they sell for, but are like lottery tickets-bad investment most of the time. For equips, choose 2h if melee, staff if mage.NEVER spend it on cloth or light armor since you need tier 3(phase,shade) or 2(kevlar, gossamer) to get something good from them, and those drop from trohpies at 2% and 5% rate, respectively. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
Lower your difficulty a bit to get your proficiencies up, keep doing your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear as the first 8 always give a token bonus.&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
Should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
For abilities, first thing you do would be grabbing Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Spell element(elemental/holy/dark) is what matters for mage. Cloth and staff proficiency help nicely for oneshotting normal and mana, but take far too long to train. Keep to 1 element or gossamer of the Elementalist. Once those are up you can start doing Item worlds on normal or easy.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
Should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
As for melee-specific abilities, certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the tanks mentioned above, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell weapon category (2h/1h/DW).Wait until 150(Regen II) or 170(Heartseeker) to do them with reasonable speed on higher difficulty. Use 2h, obviously, and estoc will beat bleeding wound weapons past 170, too. &lt;br /&gt;
&lt;br /&gt;
====Browser====&lt;br /&gt;
It is recommended to not use Firefox or Internet explorer for playing Hentaiverse, since their time taken to load a page is much higher than chrome, iron, coolnovo, comodo or opera( which is kind of oddball - it has aggressive caching which helps for speed but not so good script support - and scripts help a lot in HV for speed). There are hotkey (re)assignment, No victory popup, battle log highlighting, remaining turn durations on status effects, tracking your drops and displaying gems as images on your attack pane scripts to mention more useful ones, as well as Random encounter reminder should you be in HV at the time. Beware, though - every script you add slows down the loading time for all the scripts. I personally recommend iron and HentaiVerse Minor Additions/No victory popup scripts for melees and first HVMA, then only gem icon plus no victory popup for mages. HVStat has functions that HVMA doesn&#039;t have, such as displaying skill button and tracking drops, but is far slower in loading.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16330</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16330"/>
		<updated>2012-10-26T18:34:51Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Low levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
1st priority: grab free gear from WTS forum.&lt;br /&gt;
&lt;br /&gt;
2nd priority: Fight hourly battles on the highest difficulty you can, &lt;br /&gt;
&lt;br /&gt;
3rd priority: Do your daily arenas, once again, on the highest difficulty you can. &lt;br /&gt;
&lt;br /&gt;
4th priority: Find the lowest PXP Crude you can and spend the rest of the time fighting in it&#039;s Item World at highest comfortable difficulty(good place to test out stuff and proficiency grind, too) to gather XP fastest. &lt;br /&gt;
&lt;br /&gt;
Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). )After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choosing your build&#039;&#039;&#039;&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. At high levels, you can play both as melee and mage due exp points requirement going up exponentially. &lt;br /&gt;
&lt;br /&gt;
For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hitting 100 and defeating the Ultimates for cash in Ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 40 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. &lt;br /&gt;
Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles).&lt;br /&gt;
If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge(since it consumes 10 first, then uses skill) at wrong moment and die.&lt;br /&gt;
This strategy is slow, but will net you the win. You&#039;ll stop using once you have &#039;Silence&#039;, or even &#039;Spirit Shield&#039; with lots of spirit points, good Holy mage gear is a plus oto.&lt;br /&gt;
&lt;br /&gt;
The trophies are worth more than what they sell for, but are like lottery tickets-bad investment most of the time. For equips, choose 2h if melee, staff if mage.NEVER spend it on cloth or light armor since you need tier 3(phase,shade) or 2(kevlar, gossamer) to get something good from them, and those drop from trohpies at 2% and 5% rate, respectively. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
Lower your difficulty a bit to get your proficiencies up, keep doing your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear as the first 8 always give a token bonus.&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
Should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
For abilities, first thing you do would be grabbing Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Spell element(elemental/holy/dark) is what matters for mage. Cloth and staff proficiency help nicely for oneshotting normal and mana, but take far too long to train. Keep to 1 element or gossamer of the Elementalist. Once those are up you can start doing Item worlds on normal or easy.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
Should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
As for melee-specific abilities, certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the tanks mentioned above, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell weapon category (2h/1h/DW).Wait until 150(Regen II) or 170(Heartseeker) to do them with reasonable speed on higher difficulty. Use 2h, obviously, and estoc will beat bleeding wound weapons past 170, too. &lt;br /&gt;
&lt;br /&gt;
====Browser====&lt;br /&gt;
It is recommended to not use Firefox or Internet explorer for playing Hentaiverse, since their time taken to load a page is much higher than chrome, iron, coolnovo, comodo or opera( which is kind of oddball - it has aggressive caching which helps for speed but not so good script support - and scripts help a lot in HV for speed). There are hotkey (re)assignment, No victory popup, battle log highlighting, remaining turn durations on status effects, tracking your drops and displaying gems as images on your attack pane scripts to mention more useful ones, as well as Random encounter reminder should you be in HV at the time. Beware, though - every script you add slows down the loading time for all the scripts. I personally recommend iron and HentaiVerse Minor Additions/No victory popup scripts for melees and first HVMA, then only gem icon plus no victory popup for mages. HVStat has functions that HVMA doesn&#039;t have, such as displaying skill button and tracking drops, but is far slower in loading.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16329</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16329"/>
		<updated>2012-10-26T18:33:59Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Low levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
1st priority: grab free gear from WTS forum.&lt;br /&gt;
2nd priority: Fight hourly battles on the highest difficulty you can, &lt;br /&gt;
3rd priority: Do your daily arenas, once again, on the highest difficulty you can. Find the lowest PXP Crude you can and spend the rest of the time fighting in it&#039;s Item World at highest comfortable difficulty(good place to test out stuff and proficiency grind, too) to gather XP fastest. &lt;br /&gt;
&lt;br /&gt;
Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). )After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choosing your build&#039;&#039;&#039;&#039;&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. At high levels, you can play both as melee and mage due exp points requirement going up exponentially. &lt;br /&gt;
&lt;br /&gt;
For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hitting 100 and defeating the Ultimates for cash in Ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 40 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. &lt;br /&gt;
Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles).&lt;br /&gt;
If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge(since it consumes 10 first, then uses skill) at wrong moment and die.&lt;br /&gt;
This strategy is slow, but will net you the win. You&#039;ll stop using once you have &#039;Silence&#039;, or even &#039;Spirit Shield&#039; with lots of spirit points, good Holy mage gear is a plus oto.&lt;br /&gt;
&lt;br /&gt;
The trophies are worth more than what they sell for, but are like lottery tickets-bad investment most of the time. For equips, choose 2h if melee, staff if mage.NEVER spend it on cloth or light armor since you need tier 3(phase,shade) or 2(kevlar, gossamer) to get something good from them, and those drop from trohpies at 2% and 5% rate, respectively. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
Lower your difficulty a bit to get your proficiencies up, keep doing your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear as the first 8 always give a token bonus.&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
Should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
For abilities, first thing you do would be grabbing Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Spell element(elemental/holy/dark) is what matters for mage. Cloth and staff proficiency help nicely for oneshotting normal and mana, but take far too long to train. Keep to 1 element or gossamer of the Elementalist. Once those are up you can start doing Item worlds on normal or easy.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
Should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
As for melee-specific abilities, certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the tanks mentioned above, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell weapon category (2h/1h/DW).Wait until 150(Regen II) or 170(Heartseeker) to do them with reasonable speed on higher difficulty. Use 2h, obviously, and estoc will beat bleeding wound weapons past 170, too. &lt;br /&gt;
&lt;br /&gt;
====Browser====&lt;br /&gt;
It is recommended to not use Firefox or Internet explorer for playing Hentaiverse, since their time taken to load a page is much higher than chrome, iron, coolnovo, comodo or opera( which is kind of oddball - it has aggressive caching which helps for speed but not so good script support - and scripts help a lot in HV for speed). There are hotkey (re)assignment, No victory popup, battle log highlighting, remaining turn durations on status effects, tracking your drops and displaying gems as images on your attack pane scripts to mention more useful ones, as well as Random encounter reminder should you be in HV at the time. Beware, though - every script you add slows down the loading time for all the scripts. I personally recommend iron and HentaiVerse Minor Additions/No victory popup scripts for melees and first HVMA, then only gem icon plus no victory popup for mages. HVStat has functions that HVMA doesn&#039;t have, such as displaying skill button and tracking drops, but is far slower in loading.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16328</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16328"/>
		<updated>2012-10-26T18:32:26Z</updated>

		<summary type="html">&lt;p&gt;Lement: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
1st priority: grab free gear from WTS forum.&lt;br /&gt;
2nd priority: Fight hourly battles on the highest difficulty you can, &lt;br /&gt;
3rd priority: Do your daily arenas, once again, on the highest difficulty you can. Find the lowest PXP Crude you can and spend the rest of the time fighting in it&#039;s Item World at highest comfortable difficulty(good place to test out stuff and proficiency grind, too) to gather XP fastest. &lt;br /&gt;
&lt;br /&gt;
Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). )After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choosing your build&#039;&#039;&#039;&#039;&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. At high levels, you can play both as melee and mage due exp points requirement going up exponentially. &lt;br /&gt;
&lt;br /&gt;
For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hitting 100 and defeating the Ultimates for cash in Ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 40 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. &lt;br /&gt;
Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles).&lt;br /&gt;
If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge(since it consumes 10 first, then uses skill) at wrong moment and die.&lt;br /&gt;
&lt;br /&gt;
The trophies are worth more than what they sell for, but are like lottery tickets-bad investment most of the time. For equips, choose 2h if melee, staff if mage.NEVER spend it on cloth or light armor since you need tier 3(phase,shade) or 2(kevlar, gossamer) to get something good from them, and those drop from trohpies at 2% and 5% rate, respectively. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
Lower your difficulty a bit to get your proficiencies up, keep doing your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear as the first 8 always give a token bonus.&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
Should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
For abilities, first thing you do would be grabbing Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Spell element(elemental/holy/dark) is what matters for mage. Cloth and staff proficiency help nicely for oneshotting normal and mana, but take far too long to train. Keep to 1 element or gossamer of the Elementalist. Once those are up you can start doing Item worlds on normal or easy.&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
Should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
As for melee-specific abilities, certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the tanks mentioned above, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Proficiencies: Weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell weapon category (2h/1h/DW).Wait until 150(Regen II) or 170(Heartseeker) to do them with reasonable speed on higher difficulty. Use 2h, obviously, and estoc will beat bleeding wound weapons past 170, too. &lt;br /&gt;
&lt;br /&gt;
====Browser====&lt;br /&gt;
It is recommended to not use Firefox or Internet explorer for playing Hentaiverse, since their time taken to load a page is much higher than chrome, iron, coolnovo, comodo or opera( which is kind of oddball - it has aggressive caching which helps for speed but not so good script support - and scripts help a lot in HV for speed). There are hotkey (re)assignment, No victory popup, battle log highlighting, remaining turn durations on status effects, tracking your drops and displaying gems as images on your attack pane scripts to mention more useful ones, as well as Random encounter reminder should you be in HV at the time. Beware, though - every script you add slows down the loading time for all the scripts. I personally recommend iron and HentaiVerse Minor Additions/No victory popup scripts for melees and first HVMA, then only gem icon plus no victory popup for mages. HVStat has functions that HVMA doesn&#039;t have, such as displaying skill button and tracking drops, but is far slower in loading. &lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16260</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16260"/>
		<updated>2012-10-24T00:21:37Z</updated>

		<summary type="html">&lt;p&gt;Lement: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;br /&gt;
&lt;br /&gt;
== tl; dr ==&lt;br /&gt;
4 thoz &#039;ho dotn liek 2 read abut text game.&lt;br /&gt;
&lt;br /&gt;
==== invest ====&lt;br /&gt;
ML-&amp;gt; all chaos tokens into monster creation, as many level 25s as you can until it takes 340k to upgrade scavenger/archeologist/quartermaster/luck of the draw.&lt;br /&gt;
Scavenger/archeologist/quartermaster/luck of the draw-&amp;gt;up to 180k, then Crystarium I, then up to 200k, then Innate Arcana I, then invest in them &amp;amp;ML equally&lt;br /&gt;
&lt;br /&gt;
==== low levels ====&lt;br /&gt;
&lt;br /&gt;
WTS section on forums-&amp;gt;get free gear.&lt;br /&gt;
&lt;br /&gt;
Do hourly battles(main page every hour instead of ad) every hour on IWBTH, after that train adept learner.&lt;br /&gt;
&lt;br /&gt;
Assign haste, shadow veil, cure, regen, weaken,everything on the right, 2 tiers of elemental spells or protection &amp;amp; spirit and OC points depending on whether melee or mage, MP tanks, 5 HP tanks, EXP tanks.&lt;br /&gt;
&lt;br /&gt;
Assign stats with focus on damage-dealing type stats for your build, but no more than 20 point difference between lowest and highest.&lt;br /&gt;
&lt;br /&gt;
Do this until 100, reset your APs, grab scroll of swiftness, scroll of life, equip ethereal 1h and Battlecaster shield, keep Flying spaghetti monster and Invisible Pink Unicorn stunned and kill them on normal. Use resulting money to buy gear/train trainings.&lt;br /&gt;
&lt;br /&gt;
Get your profs up, use only 1 weapon category/armor category. &lt;br /&gt;
Do IWs for mage, wait until 150 at least for melee.&lt;br /&gt;
Switch to estoc at 170 for melee.&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16259</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16259"/>
		<updated>2012-10-24T00:11:15Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* My Monster Lab monsters: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16258</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16258"/>
		<updated>2012-10-24T00:06:49Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Investments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Lab&#039;&#039;&#039; payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16257</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16257"/>
		<updated>2012-10-24T00:06:20Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Investments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
Monster Lab payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of buffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16256</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16256"/>
		<updated>2012-10-24T00:05:21Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Low levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
Monster Lab payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of debuffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16255</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16255"/>
		<updated>2012-10-24T00:03:01Z</updated>

		<summary type="html">&lt;p&gt;Lement: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
Monster Lab payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scavenger&#039;&#039;&#039; payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about &#039;&#039;&#039;Crystarium I&#039;&#039;&#039;? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for &#039;&#039;&#039;Innate arcana&#039;&#039;&#039;, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of debuffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039; should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Melee&#039;&#039;&#039; should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16254</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16254"/>
		<updated>2012-10-24T00:00:23Z</updated>

		<summary type="html">&lt;p&gt;Lement: /* Low levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
Monster Lab payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
Scavenger payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about Crystarium I? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for Innate arcana, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of debuffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
(this is purely practical advice)&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages). After every hourly, set up adept leaner(Bazaar&amp;gt;Trainer) to train another level if you don&#039;t have preexisting training. Outside hourlies, don&#039;t deliberate your every move, a turn shouldn&#039;t last more than 2 seconds. &lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so one should play them at highest difficulty possible when wanting XP, spending as many pots as it takes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Along the way, don&#039;t forget to assign the XP points you get to your stats and ability points to your ability tree.Their assignment depends on which &lt;br /&gt;
you play as, but since you&#039;re powerleveling from get-go, don&#039;t worry about proficiencies. Do note that mage is fast, but has than less than half the survivability as melee at high difficulties until much later when choosing which to play when. You lack XP, AP and gear so it&#039;d be better to focus on either melee or mage, but they both have their advantages. For Chaos tokens that you get, create unnamed monsters one by one and assign to them only the crystals that naturally drop - you don&#039;t want to spend credits on them at this point in time. &lt;br /&gt;
&lt;br /&gt;
Mage should wear gossamer of the elementalist/gossamer of heaven-sent/phase of single element. Do note that holy gear costs a lot in WTS section due level 200+ arenas and also that you can&#039;t take advantage of explosions until about 150 so it depends. Keep your naked END about 7 points behind lowest of INT/WIS(WIS gives greater benefit per point, but INT gives 60% more damage than WIS. Choose according to your troubles), and STR further 3 points behind and DEX further 3 points behind that. AGI should be lower than DEX until you can start gaining a turn from it, after which it should be ~STR.&lt;br /&gt;
&lt;br /&gt;
Melee should wear mix of pieces that offer the best mitigation/damage increase available and use scythe or if that is too difficult, mace for quick clearing of rounds. Keep STR=DEX=AGI=END=WIS, with INT costing 1/4 of WIS to train.&lt;br /&gt;
&lt;br /&gt;
For assigning Ability points: Both mage and melee should grab Haste, Shadow Veil, all the item slots, all the aura slots, focused aura, Cure, regen, scroll slots, X-item and X-attack. Both could use 5 AP in weaken at times, which is all or nothing but reduces incoming damage from the monster by over 50% when maxed, is fast and is cheapest debuff too. Then comes their type-specific abilities and then both should also max their MP tanks after that, and have about 5 maxed HP tanks. &lt;br /&gt;
&lt;br /&gt;
Mage should further grab Magic Missile and put 12 AP in 4 elemental spells - fire and elec tiers, because at higher difficulties mechanoids&#039; huge elec weakness makes them unable to survive first cast while anything that survived and had the spell Deep Burns is liable to take major even more damage from the fire spell while there would be only one common player-greated monster class that tends survive:dragonkin, and one basic: Blue Slime. Before custom monsters were added elec was best element for mage, too. After the abovementioned tanks, rest in XP tanks. &lt;br /&gt;
&lt;br /&gt;
Melee should certainly get Protection - it beats Shadow Veil, haste and regen I in terms of benefit. After the abovementioned tanks, equal tiers of XP tanks, SP tanks and OC tanks. &lt;br /&gt;
&lt;br /&gt;
Once you hit 100,check if you have 3 blood tokens and  use some of the money you have gathered to get together with what you have about 50 Scrolls of Swiftness and 9 scrolls of life. Reassign your Ability tree to remove XP tanks and reassign your stats to be more balanced.  Make sure you have at least 90 agility, 80 str, 70 dex and take either your best ethereal 1h weapon or buy one if they all suck, equip a shield of the battlecaster in off-hand and wear your best gossamer of the curse-weaver or thrice-blessed/spirit-weaver gear for bad gossamer pieces, make sure you have difficulty set on normal and scroll slots containing Scroll of Swiftness and Scroll of Life. Put 5 AP into Slow. If you already have weaken, go into Crude equipment&#039;s item world on easy, cast weaken on a monster and hold down r until you run out of mana, then use restoratives - don&#039;t cripple your mana potions with this, but otherwise do it until your deprecating proficiency is about 50. You&#039;ll need it later anyway. &lt;br /&gt;
&lt;br /&gt;
Start a fight in Ring of Blood against Flying spaghetti monster or Invisible Pink Unicorn - first is 2 times beefier. Cast Haste, use scroll of life(in case FSM starts with 25%+ MP/close to max SP bar), use scroll of swiftness, cast slow on the monster, use shadow veil, hit monster 3-5 times, use shield bash. Make sure you don&#039;t die in those first turns. Now, make sure FSM always has slow on, you always have haste and most turns haste and scroll of swiftness on. This way you can hit opponent with Shield Bash again(cooldown of 10 turns) before Stunned on him expires(5 turns), allowing you to permanently stun him. Keep this up, this takes long time, and do it for both of them(make sure you&#039;re not out of supplies in-between of the battles). If you spirit stance there&#039;s a good chance you&#039;ll run below 35 overcharge at wrong moment and die. &lt;br /&gt;
You probably will get more from trophy if you sell it, but if you&#039;re melee spend it on 2h, if mage on staff. You also now have 300k credits plus whatever you got so far, which you can spend partly on improving your gear, partly on trainings - and you should probably spend more of it on trainings than gear. &lt;br /&gt;
&lt;br /&gt;
At this point in time, you should lower your difficulty a bit to get your proficiencies up - spell proficiency is what matters for mage, weapon proficiency then armor proficiency for melee as well as keeping to 1 armor type(light/heavy/cloth) and 1 spell element/weapon type(2h/1h/DW). Once those are up, mage can do item worlds on normal/easy, but melees should wait until 150 or 170 to do them with reasonable speed on higher difficulty. Do your arenas daily for good source of credits, and save your blood tokens for fighting FSM, albeit you can fight Real life and below once, as they aren&#039;t that much worse in terms of value on first clear. For 2h, start using estocs over bleed past 170, too.&lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Lement&amp;diff=16250</id>
		<title>User:Lement</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Lement&amp;diff=16250"/>
		<updated>2012-10-23T22:41:41Z</updated>

		<summary type="html">&lt;p&gt;Lement: Me/Mine/Advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HV name: Lement ==&lt;br /&gt;
&lt;br /&gt;
== [http://forums.e-hentai.org/index.php?act=ST&amp;amp;f=77&amp;amp;t=90382#post-2175058 External link to shop/Leveling service] ==&lt;br /&gt;
&lt;br /&gt;
== HV notes ==&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Scavenger/Quartermaster/Luck of the Draw/Archeologist should all be trained equally barring unusual cases.&lt;br /&gt;
Crystarium and Monster Lab can both pay off the initial investment as well, so they all compete with each other.&lt;br /&gt;
Of course, killing speed wise Innate arcana(with item worlds, too) competes with above.&lt;br /&gt;
&lt;br /&gt;
Monster Lab payoff post 0.71: To bring a monster to level 25 it is relatively quick, costing about 4500 C with cheap elemental crystals and paying off in 8 and half days. However, additional upgrades to this take longer; just raising to 50 takes half a year to pay off, but the payoff time isn&#039;t always increasing; for 350 to 450 it stays about the same, for 550 it is faster than for 400(just shy of a year). Since rare materials chance stay the same more chances is pretty much what you need for those, and that increases payoff speed just by a little bit. &lt;br /&gt;
&lt;br /&gt;
Scavenger payoff: Depends on how much you play, really, but falling above no Crystarium and below Crystarium I makes things simple. With halfway between them it isn&#039;t that hard to assume average round giving 50 credits in drops(although crudes are only worth 20C some pieces may sell for hundreds in the bazaar if not worth selling to players and artifacts are worth 18k a piece)[IWBTH obviously gives far better drops]. Running through 20 stamina that gives you 2000 rounds for 100k relative credits, most of which is probably from artifacts/blood tokens, but fair share is from equips. Now that one has a figure, it is easy to figure that increasing drops by 2% gives roughly 2k more per day(it will drop if you train only scavenger, but that&#039;s what the other trainings are for).&lt;br /&gt;
Obviously, one should create PL25s in Monster Lab as one gets chaos tokens and spend rest on trainings until they take 342k to upgrade.&lt;br /&gt;
&lt;br /&gt;
However, what about Crystarium I? Well, it has a special place since you can straight long-term reinvest the crystals(which you may have trouble selling otherwise), but assuming it gives you 25% increase in wealth accumulation it isn&#039;t too hard to figure it out - however, this is muddled by crysfest consuming stamina at half the normal rate and gipping your credits in luck of the draw/quartermaster. I would carefully place it&#039;s payoff value at around 3 months, though it is half that if you spend more in crysfest, less than that if you&#039;re spending your games on IWBTH/BT for drops, and one has to consider the lost revenue from LOTD/Quartermaster for actual payoff values, since that figure puts those at 0. &lt;br /&gt;
&lt;br /&gt;
As for Innate arcana, it is truly useful in MP conversation and saving the turns you take: Alt+nr+cast takes about 3 times as long as you spend for a single turn. For every 60 turns of debuffs, that&#039;s additional 5% slowdown. Further IA reduce your MP usage, meaning you have to use MP pots far less often, allowing you to go longer in &#039;fest, getting more max bonus. Finally, not having it own really hurts mages in random encounters, and melees too by quite a bit due the high cast times of spells such as protection/regen. Going by that, effectively used IA will effectively pay off in about 3.5 to 4,5 months, depending on how you play.&lt;br /&gt;
&lt;br /&gt;
=== Low levels ===&lt;br /&gt;
&lt;br /&gt;
You suck, let&#039;s admit it. You just don&#039;t have the stats required for efficient play. First, you should grab some free gear from Want to Sell section in the forums. Then you should do every day arenas and hourly battles on the highest difficulty you can find, spending the rest of the time fighting in your worst&#039;s crude equipment&#039;s Item World at highest comfortable difficulty(test your newfound gears to judge this) to gather XP fastest. Do this until you&#039;re about level 90 or 100(holy mages and melees&amp;amp; and other mages).&lt;br /&gt;
&lt;br /&gt;
Q: What is hourly battle?&lt;br /&gt;
A: Hourly battles or random encounters are [You have encountered a monster!] links instead of ads on the main page and galleries - to fight just click on the link. Every one occurs at least one hour after the last one, so you might want to get a timer plugin or script for them to remind you. They have vastly increased drop chances and EXP modifier, so &lt;br /&gt;
&lt;br /&gt;
== My Monster Lab monsters: ==&lt;br /&gt;
&lt;br /&gt;
No PLVL Class&lt;br /&gt;
1 36	Sprite		Kenji Setou&lt;br /&gt;
&lt;br /&gt;
2 150	Beast		Emi Ibarazaki&lt;br /&gt;
&lt;br /&gt;
3 25	Arthropod	Bio-Meat&lt;br /&gt;
&lt;br /&gt;
4 25	Dragonkin	Rikshakar&lt;br /&gt;
&lt;br /&gt;
5 25	Avion		Armor Training Avon Seller&lt;br /&gt;
&lt;br /&gt;
6 25	Humanoid	DayDreamer&lt;br /&gt;
&lt;br /&gt;
7 25	Mechanoid	Sword of Inevitable Justice&lt;br /&gt;
&lt;br /&gt;
8 25	Celestial	Rin Tezuka&lt;br /&gt;
&lt;br /&gt;
9 27	Elemental	Quatzalcoatl&lt;br /&gt;
&lt;br /&gt;
10 25	Reptile		Snake of Eden&lt;/div&gt;</summary>
		<author><name>Lement</name></author>
	</entry>
</feed>