<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ehwiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mathl33t</id>
	<title>EHWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ehwiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mathl33t"/>
	<link rel="alternate" type="text/html" href="https://ehwiki.org/wiki/Special:Contributions/Mathl33t"/>
	<updated>2026-04-20T07:00:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://ehwiki.org/index.php?title=File:The_Tower.png&amp;diff=62454</id>
		<title>File:The Tower.png</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=File:The_Tower.png&amp;diff=62454"/>
		<updated>2024-10-25T15:10:34Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: Mathl33t uploaded a new version of File:The Tower.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:HentaiVerse/Images]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Credits&amp;diff=60903</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Credits&amp;diff=60903"/>
		<updated>2023-11-28T14:46:23Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Sources And Uses */ Removed wrong info about Isekai credit transfer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credit (often [[Acronyms|abbreviated]] as &#039;C&#039;) is the core [[currency]] of E-Hentai. It is easily converted to the other two types and can be sent to other users at no cost. It has the most uses and sources of all currencies and is the only usable one inside the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Acquisition And Uses&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Sources And Uses==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Activity&lt;br /&gt;
!Earns&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[HentaiVerse]]&lt;br /&gt;
|-&lt;br /&gt;
|Killing [[monsters]] in the [[HentaiVerse]]&amp;lt;br&amp;gt;(&#039;&#039;~20% chance per monster; amount modified by [[Difficulty|difficulty setting]] and [[battle mode]], not affected by [[level]]s&#039;&#039;) ||align=&amp;quot;center&amp;quot;| ✔ ||&lt;br /&gt;
|-&lt;br /&gt;
|Clearing [[Arena]] and [[Ring of Blood]] challenges ||align=&amp;quot;center&amp;quot;| ✔ ||&lt;br /&gt;
|-&lt;br /&gt;
|Selling / Buying [[Items]] or [[Equipment Basics|Equipment]] in the [[Bazaar]] ||align=&amp;quot;center&amp;quot;| ✔ ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
|[[Training]] || ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
|Using [[MoogleMail]]; 10 per message sent &amp;lt;br&amp;gt;(&#039;&#039;Can be removed via the Postage Paid [[Hath Perk]]&#039;&#039;) || ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
|CoD-ing via MoogleMail &amp;lt;br&amp;gt;(&#039;&#039;10% fee, capped at 1k; nullified by the Postage Paid [[Hath Perk]]&#039;&#039;) || ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|[[E-Hentai Galleries]]&lt;br /&gt;
|-&lt;br /&gt;
|Claiming / Creating [[bounties]] &amp;lt;br&amp;gt;(&#039;&#039;Claims require a 1,000C deposit refunded on success&#039;&#039;) ||align=&amp;quot;center&amp;quot;| ✔ ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
|[[Downloading]] [[archives]] or owning galleries that have their archives downloaded&amp;lt;br&amp;gt;(&#039;&#039;Downloading will only use credits at a 1:1 rate in cases of insufficient [[GP]]; for receiving the amount is 25% of the cost&#039;&#039;) || align=&amp;quot;center&amp;quot;|✔ ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Other&lt;br /&gt;
|-&lt;br /&gt;
|Selling / Buying [[GP]] on the [[GP Exchange]] ||align=&amp;quot;center&amp;quot;| ✔ || align=&amp;quot;center&amp;quot;|✔&lt;br /&gt;
|-&lt;br /&gt;
|Selling / Buying [[Hath]] on the [[Hath Exchange]] ||align=&amp;quot;center&amp;quot;| ✔ ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
|Transferred from / to other users via [[MoogleMail]] ||align=&amp;quot;center&amp;quot;| ✔ ||align=&amp;quot;center&amp;quot;| ✔&lt;br /&gt;
|-&lt;br /&gt;
|Received every [[Dawn of a New Day]] ||align=&amp;quot;center&amp;quot;| ✔ || &lt;br /&gt;
|-&lt;br /&gt;
|Making a monetary [[donation]] to the site; [[Adopt-A-Server|Adopting a server]]; Earning certain [[awards]] ||align=&amp;quot;center&amp;quot;| ✔ || &lt;br /&gt;
|-&lt;br /&gt;
|Transferred from a finished [[Isekai]] season ||align=&amp;quot;center&amp;quot;| ✔ &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Credit Log==&lt;br /&gt;
[[Image:Credit_Log.png|thumb|An example of the log&#039;s contents.]]&lt;br /&gt;
[https://e-hentai.org/logs.php?t=credits The Credit Log] lists all of a user&#039;s credit income, spending activities, and refunds over the last 30 days. This includes all attachments and receptions of credits through [[MoogleMail]], manual transactions done in the [[HentaiVerse]], automatic purchases done by the [[Item Bot]], etc. The [[Dawn]] event and transactions within [[Isekai]] are the only factors excluded.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
{{EHGNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Site Features]] [[Category:E-Hentai Galleries]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Fighting_Styles&amp;diff=60586</id>
		<title>Fighting Styles</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Fighting_Styles&amp;diff=60586"/>
		<updated>2023-09-23T09:08:13Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Niten Ichiryu */ Specifying ADB penalty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Any==&lt;br /&gt;
The following can randomly trigger whenever the player casts any [[spell]] that costs mana. The chance of the spell triggering depends on how much mana a spell costs compared to the player&#039;s base mana (spells cast under Channeling cannot re-trigger it):&lt;br /&gt;
*[[Image:channeling.png]] &#039;&#039;&#039;Channeling&#039;&#039;&#039;: You are channeling the mystic forces of the ever-after. Your next spell is powered up by 50%, and costs 1 MP.&lt;br /&gt;
**Direct damage and healing spells are 50% stronger.&lt;br /&gt;
**[[Spells#Deprecating_Magic|Deprecating]] and [[Spells#Supportive_Magic|supportive]] spell effects (including Regen) last 50% longer.&lt;br /&gt;
**Offensive spells will always hit their target(s).&lt;br /&gt;
**Target(s) can still partially resist direct damage spells.&lt;br /&gt;
**Lasts 5 turns (16 if triggered with a [[Items#Battle_Powerups|Mystic Gem]]).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;estimated&#039;&#039;&#039; chance to proc is:&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;(spell cost) / (base mana * 1.2)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unarmed==&lt;br /&gt;
Since new players begin with no [[weapon]]s, this style was designed for them to be viable fighters until they can obtain and equip one. There are no procs and no [[proficiencies]] related to this style.&lt;br /&gt;
&lt;br /&gt;
*Does Crushing damage.&lt;br /&gt;
*Has a native +10% attack accuracy.&lt;br /&gt;
&lt;br /&gt;
==One-Handed==&lt;br /&gt;
If a player is using a single one-handed weapon (possibly in combination with a [[Shield_(Equipment)|shield]]), they have the chance to proc:&lt;br /&gt;
*[[Image:overwhelming_strikes.png]] &#039;&#039;&#039;Overwhelming Strikes&#039;&#039;&#039; after hitting an enemy&lt;br /&gt;
**Increases attack damage by 15% and attack accuracy by 50% for 4 turns&lt;br /&gt;
**20% counter-parry chance per stack, 5 stacks at maximum (20% to ignore monster&#039;s successful parry per stack)&lt;br /&gt;
**Proc chance, in order of importance, is calculated from One-Handed [[Proficiencies|Proficiency]], Endurance, and Strength. It can be calculated with the following formula:&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;Overwhelming Strikes Chance&#039;&#039;&#039; = 5 + (STR + END) * 0.01 + 1H / 20&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 30%.&lt;br /&gt;
&lt;br /&gt;
Another proc that can be triggered: a &#039;&#039;&#039;Counter-Attack&#039;&#039;&#039; on an enemy whose attack has been blocked or parried.&lt;br /&gt;
*This is a normal attack with a chance to stun and cannot proc any other weapon effects. It is also affected by Overwhelming Strikes.&lt;br /&gt;
*A successful counter will add 5-10% of [[Overcharge]], but only once per turn.&lt;br /&gt;
*The number of Counter-Attacks that can be performed each turn depends on proficiency.&lt;br /&gt;
**&amp;lt;100 - one counter&lt;br /&gt;
**100-199 - two counters&lt;br /&gt;
**&amp;gt;200 - three counters&lt;br /&gt;
*Proc chance, in order of importance, is calculated from One-Handed Proficiency, Dexterity, and Strength. It can be calculated with the following formula:&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;Counter-Attack Chance&#039;&#039;&#039; = 25 + (STR + DEX) * 0.02 + 1H / 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 75%.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed==&lt;br /&gt;
Two-Handed weapons have a chance to proc &#039;&#039;&#039;Domino Strikes&#039;&#039;&#039; on hit, which will cause splash damage to nearby enemies. When Domino Strikes procs, it will hit at least one adjacent or one off enemy, and up to two enemies in either direction (a total number of 4 enemies splashed). Splash damage does not skip over dead enemies or wraps around. Splash damage targets have an unreduced chance to be affected by standard weapon procs like Bleeding Wounds. &lt;br /&gt;
&lt;br /&gt;
*Domino Strike can reach up to 3 monsters away from the primary target at 100 proficiency (6 enemies splashed at maximum). Getting domino strike to proc on the second monster will automatically proc domino strike on the third monster.&lt;br /&gt;
*The damage of Domino Strike starts at 75%/60%/40%, increasing by one percentage point for every 10 points of proficiency, capping at 250 proficiency at 100%/85%/65%.&lt;br /&gt;
*Domino Strikes are not guaranteed hits, they can still miss. However, the next enemy in the line can still proc domino strike even if the target enemy miss. (unless it&#039;s the primary target, in which case no domino strike will proc)&lt;br /&gt;
*Domino Strikes can go around an adjacent dead monster if the player rolls a hit on a one off monster.&lt;br /&gt;
*Proc chance, in order of importance, is calculated from Two-Handed Proficiency, Strength, and Dexterity. It can be calculated with the following formula:&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;Domino Strike Chance&#039;&#039;&#039; = 40 + (STR + DEX) * 0.02 + 2H / 10 &amp;lt;/pre&amp;gt;&lt;br /&gt;
*Weapon drain effects (Vampire, Banshee, Illithid) and elemental strike effects can only proc on the primary target.&lt;br /&gt;
*Proc chance is capped at 90%.&lt;br /&gt;
&lt;br /&gt;
==Dual Wielding==&lt;br /&gt;
Equipping two one-handed weapons has a chance to proc an &#039;&#039;&#039;Offhand Strike&#039;&#039;&#039; on hit, which will cause an extra attack against the targeted enemy with the same damage type as the player&#039;s offhand weapon, this attack deals 50% of the player&#039;s &#039;&#039;attack base damage&#039;&#039;.&lt;br /&gt;
*Equipped offhand&#039;s attack damage bonus is reduced by 20%&lt;br /&gt;
*Attack accuracy of the offhand weapon is not added to the base accuracy, instead half the offhand weapon&#039;s accuracy is added to the &#039;&#039;Offhand Strike&#039;&#039; proc chance.&lt;br /&gt;
*The offhand weapon also gets a 50% boost to its Parry.&lt;br /&gt;
*&#039;&#039;Offhand Strike&#039;&#039; proc chance, in order of importance, is calculated from Dual Wielding Proficiency, Agility, and Dexterity. It can be calculated with the following formula:&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;Offhand Strike Chance&#039;&#039;&#039; = 50 + (DEX + AGI) * 0.01 + DW / 20 + Offhand_Accuracy / 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 75% + half of the offhand weapon&#039;s attack accuracy, there is an upper limit of 100%.&lt;br /&gt;
*&#039;&#039;Offhand Strikes&#039;&#039; will also trigger all [[Equipment Basics#Elemental Strikes|elemental strikes]] the offhand weapon has, with the damage taking a 50% penalty (10% of attack base damage). &lt;br /&gt;
*&#039;&#039;Offhand Strikes&#039;&#039; have the chance to proc their own weapon proc. &lt;br /&gt;
&lt;br /&gt;
Two weapons with different effect will have separate proc chance. If the two weapons have the same effect, the proc percentage numbers are combined just like accuracy. The number of turns are a weighted average with the main hand being 3 times as important as the off hand, while the bleeding damage uses the higher damage from the two weapons.&lt;br /&gt;
&lt;br /&gt;
Let X = the mainhand and Y = the offhand:&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;Proc Chance&#039;&#039;&#039; = 1 - (1 - X)(1 - Y)&lt;br /&gt;
&#039;&#039;&#039;Proc Duration&#039;&#039;&#039; = X * 0.75 + Y * 0.25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[https://en.wikipedia.org/wiki/Niten_Ichi-ry%C5%AB Niten Ichiryu]==&lt;br /&gt;
A special Fighting Style that allows a Wakizashi to be equipped in the offhand with a Katana in the mainhand, bypassing the Katana&#039;s two-handed nature. While using Niten Ichiryu, both the Dual Wielding and Two-Handed proficiencies partially come into play.&lt;br /&gt;
&lt;br /&gt;
*Stat bonuses, bleeding wounds, and offhand strike chance work as they do with DW proficiency.&lt;br /&gt;
*Unlike DW, there is no parry bonus for the offhand weapon, and its attack damage bonus is reduced by 50%.&lt;br /&gt;
*The chance to proc domino strikes are the same as with Two-Handed proficiency. Niten does not gain bonus range or damage from proficiency, unlike 2H.&lt;br /&gt;
*When using this style players earn 50% 2H and 50% DW proficiency.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
The default attack, Arcane Blow, is a physical attack that utilizes the player&#039;s physical and magical damage stats.&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;Arcane Blow Damage&#039;&#039;&#039; = [[Stats#Bases|Physical Damage]] + [[Stats#Bases|Magical Damage]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player is wielding a staff, casting a [[spell]] or using [[Skills#Weapon_Skills|skill]] Concussive Strike on an enemy has a chance to proc:&lt;br /&gt;
*[[Image:coalesced_mana.png]] &#039;&#039;&#039;Coalesced Mana&#039;&#039;&#039;: Mystical energies have converged on this target. Striking it with any magic spell will consume only half the normal mana cost (stacks with [[Spirit Stance]]).&lt;br /&gt;
**Proc chance can be calculated with the following formula:&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;Coalesced Mana Chance&#039;&#039;&#039; = 10 + (INT + WIS) * 0.01 + Staff / 20&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Proc chance is capped at 35%.&lt;br /&gt;
*Duration capped at 5 turns.&lt;br /&gt;
*If Coalesced Mana is affecting an enemy, hitting it with Arcane Blow has a chance to proc:&lt;br /&gt;
**[[Image:ether_tap.png]] &#039;&#039;&#039;Ether Tap&#039;&#039;&#039;: You are absorbing magicks from shattering the Coalesced Mana surrounding a target.&lt;br /&gt;
***Restores mana equal to 2% of the player&#039;s base MP per turn.&lt;br /&gt;
****The restoration effect can be stacked once for double amount of MP restored.&lt;br /&gt;
***Proc chance is based on the staff used.&lt;br /&gt;
***Duration capped at 4 turns.&lt;br /&gt;
***This removes the effects of Coalesced Mana from the target.&lt;br /&gt;
***A killing blow to a target that has Coalesced Mana with Arcane Blow will always trigger Ether Tap.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment Basics]]&lt;br /&gt;
*[[Detailed Equip Characteristics]]&lt;br /&gt;
*[[Equipment Procs]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Play Styles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=58537</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=58537"/>
		<updated>2023-06-05T15:28:54Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Infusions */ fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&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;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*At the beginning, most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be linearly increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0 &amp;lt; 313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0 &amp;gt; 348 at 6 mid. PXP0 is the Item World [[Item_World#Potency_Experience|Potency Experience]] required to go from potency tier 0 to potency tier 1.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strikes|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strikes|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || High-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || High-Grade + Legendary core&lt;br /&gt;
|-&lt;br /&gt;
|Peerless|| High-Grade + Peerless core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Shade armor, Power armor, Phase armor and Force Shield will give 5 armor cores, all other legendary and peerless equipment will give 1 core. &lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
Equipment that is salvaged in Isekai will retain the salvaged status when transferred to persistent (i.e. soulfused or peerless equipment)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&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;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Training&amp;diff=58100</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Training&amp;diff=58100"/>
		<updated>2023-01-21T12:08:28Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Overview */ I just trained arch10 for 8,000,000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training allows [[credits]] to be spent on various bonuses for a player in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
*Players can only train one skill at a time.&lt;br /&gt;
*Training can be aborted, in which case the whole cost will be refunded.&lt;br /&gt;
**Once a training is complete it cannot be undone or refunded.&lt;br /&gt;
*Players can continue to take other actions including [[combat]] after initiating training.&lt;br /&gt;
*If a player leaves the training screen before training is completed they will have to revisit it after the training has finished in order to receive the bonus.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
!Time&lt;br /&gt;
!Levels&lt;br /&gt;
!Initial Cost&lt;br /&gt;
!Final Cost&lt;br /&gt;
!Total Cost&lt;br /&gt;
|-&lt;br /&gt;
!Adept Learner&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1% [[EXP]] bonus.&lt;br /&gt;
|1H&lt;br /&gt;
|300&lt;br /&gt;
|100&lt;br /&gt;
|50,000&lt;br /&gt;
|5,126,661&lt;br /&gt;
|-&lt;br /&gt;
!Assimilator&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +10% [[proficiency]] gain rate.&lt;br /&gt;
|24H&lt;br /&gt;
|25&lt;br /&gt;
|50,000&lt;br /&gt;
|8,813,625&lt;br /&gt;
|65,074,505&lt;br /&gt;
|-&lt;br /&gt;
!Ability Boost&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Ability Point]].&lt;br /&gt;
|2H&lt;br /&gt;
|500&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;&lt;br /&gt;
|100&lt;br /&gt;
|999,999&lt;br /&gt;
|109,521,466&lt;br /&gt;
|-&lt;br /&gt;
!Manifest Destiny&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Mastery Point]].&lt;br /&gt;
|24H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt;&lt;br /&gt;
|1,000,000&lt;br /&gt;
|10,000,000&lt;br /&gt;
|55,000,000&lt;br /&gt;
|-&lt;br /&gt;
!Scavenger&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1% base loot [[drop chance]].&lt;br /&gt;
|4H&lt;br /&gt;
|50&lt;br /&gt;
|500&lt;br /&gt;
|2,000,000&lt;br /&gt;
|17,484,001&lt;br /&gt;
|-&lt;br /&gt;
!Luck of the Draw&lt;br /&gt;
|align=&amp;quot;left&amp;quot; |  +1% base rare [[Equipment Basics|equipment]] [[drop chance]].&lt;br /&gt;
|8H&lt;br /&gt;
|25&lt;br /&gt;
|2,000&lt;br /&gt;
|4,000,000&lt;br /&gt;
|18,371,541&lt;br /&gt;
|-&lt;br /&gt;
!Quartermaster&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +5% base [[Equipment Basics|equipment]] [[drop chance]].&lt;br /&gt;
|12H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|5,000,000&lt;br /&gt;
|20,275,725&lt;br /&gt;
|-&lt;br /&gt;
!Archaeologist&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +10% base [[artifact]] [[drop chance]].&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|25,000&lt;br /&gt;
|8,000,000&lt;br /&gt;
|19,268,647&lt;br /&gt;
|-&lt;br /&gt;
!Metabolism&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Slows monster [[hunger]] drain by 5%?&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|1,000,000&lt;br /&gt;
|10,000,000&lt;br /&gt;
|55,000,000&lt;br /&gt;
|-&lt;br /&gt;
!Inspiration&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Slows monster [[morale]] drain by 5%?&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|2,000,000&lt;br /&gt;
|20,000,000&lt;br /&gt;
|110,000,000&lt;br /&gt;
|-&lt;br /&gt;
!Scholar of War&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Battle Inventory|Battle Scroll]] slots.&lt;br /&gt;
|0H&lt;br /&gt;
|5&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt;&lt;br /&gt;
|30,000&lt;br /&gt;
|70,000&lt;br /&gt;
|250,000&lt;br /&gt;
|-&lt;br /&gt;
!Tincture&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Battle Inventory|Battle Infusion]] slots.&lt;br /&gt;
|0H&lt;br /&gt;
|5&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt;&lt;br /&gt;
|30,000&lt;br /&gt;
|70,000&lt;br /&gt;
|250,000&lt;br /&gt;
|-&lt;br /&gt;
!Pack Rat&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Battle Inventory]] slots.&lt;br /&gt;
|0H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;c&amp;lt;/sup&amp;gt;&lt;br /&gt;
|10,000&lt;br /&gt;
|100,000&lt;br /&gt;
|540,000&lt;br /&gt;
|-&lt;br /&gt;
!Dissociation&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Persona]] slot.&lt;br /&gt;
|24H&lt;br /&gt;
|7&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt;&lt;br /&gt;
|1,000,000&lt;br /&gt;
|7,000,000&lt;br /&gt;
|28,000,000&lt;br /&gt;
|-&lt;br /&gt;
!Set Collector&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | +1 [[Equipment Basics|equipment]] set.&lt;br /&gt;
|12H&lt;br /&gt;
|4&lt;br /&gt;
|12,500&lt;br /&gt;
|50,000&lt;br /&gt;
|125,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; - Cannot be trained beyond the player&#039;s [[level]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;b&amp;lt;/sup&amp;gt; - Cannot be trained beyond (the player&#039;s level / 50).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;c&amp;lt;/sup&amp;gt; - Cannot be trained beyond (the player&#039;s level / 20).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;d&amp;lt;/sup&amp;gt; - Cannot be trained beyond (the player&#039;s level / 70?).&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
The credit cost of any training can be calculated as:&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;Cost&#039;&#039;&#039; = round[(base_cost + level_cost * N) ^ (1 + exponent * N)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
*base_cost = The initial base cost of the training item&lt;br /&gt;
*level_cost = The cost to go up from level N to level N+1&lt;br /&gt;
*N = The current level trained&lt;br /&gt;
*exponent = The exponential value used to create a dynamic cost curve&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Base Cost&lt;br /&gt;
!Level Cost&lt;br /&gt;
!Exponent&lt;br /&gt;
|-&lt;br /&gt;
|Adept Learner || 100 || 50 || 0.000417446&lt;br /&gt;
|-&lt;br /&gt;
|Assimilator || 50,000? || 50,000? || 0.0057969565&lt;br /&gt;
|-&lt;br /&gt;
|Ability Boost || 100 || 100 || 0.0005548607&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Destiny || 1,000,000 || 1,000,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger || 500 || 500 || 0.0088310825&lt;br /&gt;
|-&lt;br /&gt;
|Luck of the Draw || 2,000 || 2,000 || 0.0168750623&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster || 5,000 || 5,000 || 0.017883894&lt;br /&gt;
|-&lt;br /&gt;
|Archaeologist || 25,000 || 25,000 || 0.030981982&lt;br /&gt;
|-&lt;br /&gt;
|Metabolism || 1,000,000 || 1,000,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Inspiration || 2,000,000 || 2,000,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Scholar of War|| 30,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tincture || 30,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Pack Rat || 10,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Dissociation|| 1,000,000 || 1,000,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Set Collector || 12,500 || 12,500 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Loot Drop Rolls]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Proficiencies&amp;diff=58042</id>
		<title>Proficiencies</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Proficiencies&amp;diff=58042"/>
		<updated>2023-01-17T14:12:38Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Gains */ 100% base + 250% bonus is 3.5x normal rate, not 2.5x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Equipment Basics|Equipment]] Proficiencies==&lt;br /&gt;
Weapon proficiencies increase the chances of the special procs for a player&#039;s active [[Fighting Styles|Fighting Style]]. They also grant additional [[Skills#Fighting Skills|fighting skills]].&lt;br /&gt;
&lt;br /&gt;
The following effects are &#039;&#039;&#039;per 1 point&#039;&#039;&#039; in their respective proficiency. Each bonus requires the related [[ability]] to be slotted as well as the player only wearing the matching equipment.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;health points, magic points, accuracy, spell cast speed and damage,&#039;&#039;&#039; the values are simply added on to the character sheet. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, there is a single proficiency bonus that is multiplied on. See the [[attributes#Derived_Attributes|attributes]] page for the appropriate formula.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Bonus&lt;br /&gt;
!Amount&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
===[[Weapon]]===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====One-Handed====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 2 / 3 / 4&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Block Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Two-Handed====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 2 / 2.5 / 3&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Parry Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Dual-Wielding====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 3 / 4 / 5&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Critical Chance || 0.025%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====Niten Ichiryuu====&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| (&#039;&#039;See Two-Handed and Dual-Wielding&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Staff====&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Damage || 0.2 / 0.4 / 0.5&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Accuracy || 0.01% / 0.02%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Damage || 3&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Cloth====&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Accuracy || 0.05%&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Spell Casting Speed || 0.015% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Magic Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Light====&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Accuracy || 0.05%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Physical Attack Speed || 0.015% / 0.025%&lt;br /&gt;
|-&lt;br /&gt;
| +Health &amp;amp; Magic Points || HP: 0.025% / 0.035% / 0.045% / 0.055% / 0.065% / 0.07% / 0.075% &amp;lt;br&amp;gt;MP: 0.02% / 0.025% / 0.03% / 0.035% / 0.04% / 0.045% / 0.05%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
====Heavy====&lt;br /&gt;
|-&lt;br /&gt;
| +Crushing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Piercing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Slashing Mitigation || 0.02 / 0.04 / 0.05&lt;br /&gt;
|-&lt;br /&gt;
| +Health Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gaining [[Equipment Basics|Equipment]] Proficiencies===&lt;br /&gt;
For [[Armor]]:&lt;br /&gt;
*When a player is attacked (even if they evade/block/parry/absorb/resist, or if the monster misses), an occupied armor slot is randomly chosen (20% chance) for a chance at a proficiency gain.&lt;br /&gt;
*When a player blocks an attack with a [[shield]], they have an increased chance of gaining One-Handed proficiency.&lt;br /&gt;
&lt;br /&gt;
For [[Weapons]]:&lt;br /&gt;
*Automatic per turn even if no regular attacks are done by the player.&lt;br /&gt;
&lt;br /&gt;
==[[Spells|Magic]] Proficiencies==&lt;br /&gt;
===Effects===&lt;br /&gt;
Magic proficiencies:&lt;br /&gt;
*Lower the cast time and mana cost of spells by up to 25% (based on spell).&lt;br /&gt;
*Increase the duration of sustained spells (beyond the effects of [[abilities]]).&lt;br /&gt;
**This includes the duration of [[Spells#Status_Effects|status effects]].&lt;br /&gt;
**Base durations can be found on the [[Spells]] page.&lt;br /&gt;
**Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).&lt;br /&gt;
*Increase a player&#039;s [[Damage#Countering|counter-resist]] and grants a [[Damage#Monsters|specific element mitigation reduction]] with spells of that type.&lt;br /&gt;
**Both effects depend on the player&#039;s proficiency factor, capped between 0 and 1:&lt;br /&gt;
**&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;gt;&#039;&#039;&#039;prof_factor&#039;&#039;&#039; = (effective_proficiency - monsterlevel) / monsterlevel&amp;lt;/pre&amp;gt;&lt;br /&gt;
**[[Damage#Resist_Mechanics|Counter-resist bonus]] = prof_factor * 50%&lt;br /&gt;
**Mitigation reduction = (prof_factor ^ 1.5) * 50&lt;br /&gt;
*Supportive magic proficiency scales the power of Cure.&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=178980]&amp;lt;/sup&amp;gt;&lt;br /&gt;
**0 supportive proficiency yields 80%. Matching the player&#039;s [[level]] yields 100% base. Doubling the player&#039;s [[level]] yields 150% base.&lt;br /&gt;
&lt;br /&gt;
===Gaining Magic Proficiencies===&lt;br /&gt;
Magic proficiency increases at the end of a round as long as a spell of the specific type was cast (even if it misses/is resisted, or enhanced by the [[Fighting_Styles#Any|Channeling]] effect). Spells auto-casted via [[Innate Arcana]] can give an increase once per round.&lt;br /&gt;
&lt;br /&gt;
*Elemental Proficiency can be increased by casting any [[Fire]], [[Cold]], [[Elec]], or [[Wind]] spells.&lt;br /&gt;
*Divine Proficiency can be increased by casting any [[Holy]] spells.&lt;br /&gt;
*Forbidden Proficiency can be increased by casting any [[Dark]] spells.&lt;br /&gt;
*Deprecating Proficiency can be increased by casting any negative status effect spell (e.g. [[Spells#Deprecating Magic|Weaken]]).&lt;br /&gt;
*Supportive Proficiency can be increased by casting any positive status spell (e.g. [[Spells#Supportive Magic|Haste]]) or any health-restoring spell (e.g. [[Spells#Curative Magic|Regen]]).&lt;br /&gt;
&lt;br /&gt;
Magic proficiencies can also be increased by purchasing certain [[Hath Perks]]. Each perk grants a 10% bonus to the effective proficiency of the respective type.&lt;br /&gt;
&lt;br /&gt;
==Gains==&lt;br /&gt;
*The rate of gains is based on the amount of [[experience]] (including any bonuses to EXP gain) gained during battles where a proficiency is used in some way.&lt;br /&gt;
*The rate at which proficiency is gained can be increased via Assimilator [[training]] at +10% per rank trained, up to a maximum of 3.5x the normal rate.&lt;br /&gt;
*The amount of gain depends on the difference between player&#039;s level and prof. The higher the spread, the higher the gain you&#039;ll receive.&lt;br /&gt;
*The chance for proficiency gain when using a [[spell]] is 100%.&lt;br /&gt;
*After the [[Dawn]] event the next [[battle]] will automatically give a set increase to all proficiencies, including those not in use by the player. The amount is based on the gap between the player&#039;s current [[level]] and their current proficiency; this amount is not affected by anything else.&lt;br /&gt;
&lt;br /&gt;
==Effective Proficiency==&lt;br /&gt;
*&#039;&#039;&#039;Effective proficiency&#039;&#039;&#039; can be seen on the right-side scroll section of the [[Character_Menu|character page]].&lt;br /&gt;
*Base proficiencies are capped at 20% above the player&#039;s current [[level]]. However, bonus proficiency points on [[Equipment Basics|equipment]], or through certain [[Hath Perks]], allow players to exceed this cap.&lt;br /&gt;
*Effective magic proficiency is capped at twice a player&#039;s level.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Fighting Styles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=57075</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=57075"/>
		<updated>2022-08-12T14:32:30Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Critical hit Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by three means and are displayed in 3 colors on the UI:&lt;br /&gt;
*[[Experience Points]] (&amp;lt;span style=&amp;quot;color:#5c0d11&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt;). These can be freely allocated [[#Experience Point Allocation|as explained below]].&lt;br /&gt;
*[[Shrine#Artifact_Rewards|Shrining artifacts]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;). This has a chance to grant a point permanently to a random attribute. The maximum bonus each attribute can receive is increased by 1 every 10 [[level]]s gained, up to a maximum of +50 at level 500.&lt;br /&gt;
*[[Equipment Basics|Equipment]] (&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;gray&amp;lt;/span&amp;gt;). Any pieces that have [[Character Stats#Primary Attributes|Primary Attribute Bonuses]] will grant these when worn.&lt;br /&gt;
&lt;br /&gt;
The sum of all 3 sources is listed under &#039;&#039;Effective Primary Stats&#039;&#039; which is visible down the right side of the character stats screen. These stats are those that are taken in consideration in all formulas.&lt;br /&gt;
&lt;br /&gt;
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;
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&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;
* 1 point = +6 Health Points&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance&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;
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +1 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula&lt;br /&gt;
* 25 points = +1% Attack Accuracy and Parry Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&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;
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&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;
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 25 points = +1% Evade Chance&lt;br /&gt;
* 1 point above the player&#039;s [[level]] = +(10%/level) Attack [[Speed]]&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* 1 point = +1 Magic Points&lt;br /&gt;
* 1 point = +0.04 Magic Regen per minute&lt;br /&gt;
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +1 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula&lt;br /&gt;
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* 25 points = +1% Magic Accuracy and Resist Chance&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right: 1px solid gray&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* +0.2 Spirit Points&lt;br /&gt;
* +1/600 Spirit Regen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
*Proc chances from [[fighting styles]] are capped at various values.&lt;br /&gt;
*Mitigation from Primary Attributes are capped at 80%.&lt;br /&gt;
*Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]].&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone. The Protection [[spell]], for example, grants an additional 25% damage mitigation, but this is applied after all other forms of damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Experience Point Allocation===&lt;br /&gt;
Clicking on the &amp;quot;+/-&amp;quot; near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points. &lt;br /&gt;
&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The EXP cost to raise an additional point is:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s effective primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. &#039;&#039;&#039;&#039;&#039;These formulae may be partially inaccurate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039;, &#039;&#039;&#039;crit damage&#039;&#039;&#039;,  and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, the bonus granted is the sum of the values on the player&#039;s current [[Equipment Basics|equipment]], abilities and base value from the Primary Attributes. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, the effect of equipment bonus, ability and base value from the Primary Attributes are all applied as &amp;quot;layers&amp;quot;. Further explanation is given for every stat.&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
The base damage granted by Primary Attributes, equipment&#039;s Attack Damage Bonus (ADB) and abilities are all added together.&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 base damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) &amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|&#039;&#039;when the associated weapon ability is maxed out&#039;&#039;]].&lt;br /&gt;
*Where &#039;&#039;OFFHAND_FACTOR&#039;&#039; = 0.8 [[Fighting_Styles#Dual_Wielding|for Dual Wielding]] and [[Fighting_Styles#Niten_Ichiryu|for Niten Ichiryu]], 0 otherwise.&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;Magic base damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) +  (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
The accuracy (called hit chance in the character stats) granted by Primary Attributes, equipment and abilities are all added together.&lt;br /&gt;
It is possible to exceed 100% accuracy; additional accuracy grants anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance; 200% or higher completely ignores evasion. It is therefore useless to go beyond 200% accuracy.&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 Hit chance&#039;&#039;&#039; = 80% + DEX * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Hit chance&#039;&#039;&#039; = 80% + WIS * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) &amp;lt;/pre&amp;gt;&lt;br /&gt;
*The attack accuracy of the offhand in a [[Fighting_Styles#Dual_Wielding|Dual Wielding]] or [[Fighting_Styles#Niten_Ichiryu|Niten]] setup doesn&#039;t contribute to the overall accuracy, but is used to raise the offhand strike chance instead.&lt;br /&gt;
*There is currently no shield that grants an Attack Accuracy bonus.&lt;br /&gt;
*Offhand Magic Accuracy can be achieved with a Buckler of the Battlecaster for the One-handed playstyle, or any Battlecaster weapon for Dual Wielding/Niten&lt;br /&gt;
*Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon &#039;&#039;is&#039;&#039; counted in the Magical hit chance&lt;br /&gt;
&lt;br /&gt;
===Critical Hit Chance===&lt;br /&gt;
The critical hit chance bonuses granted by Primary Attributes, equipment&#039;s Attack Crit Chance and abilities are all applied as &amp;quot;layers&amp;quot;: each layer rolls its chance to turn the hit into a critical hit if the previous layer fails to do so. In practice, it means that the Attack Crit Chance displayed in an equipment&#039;s popup raises the critical chance of the entire build by that amount.&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. Crit Chance&#039;&#039;&#039; = 1 - (4000 / (4000 + DEX + STR / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = 1 - (4000 / (4000 + WIS + INT / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance) * Max(1 - (Interference * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The base physical/magical crit chance is 5%.&lt;br /&gt;
*Every point of [[burden]] beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden.&lt;br /&gt;
*Every point of [[interference]] reduces magic crit chance by 2%, effectively negating crit chance at 50 interference.&lt;br /&gt;
&lt;br /&gt;
===Attack Speed===&lt;br /&gt;
All bonuses are applied as &amp;quot;layers&amp;quot;. The following formula expresses overall speed compared to a normal speed with no bonus. It does &#039;&#039;&#039;not&#039;&#039;&#039; give the value of &amp;quot;Attack Speed Bonus&amp;quot; shown in the character stats UI.&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 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cast Speed===&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&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;Cast Speed&#039;&#039;&#039; = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Evade===&lt;br /&gt;
The evade bonuses granted by Primary Attributes and equipment&#039;s Evade Chance are all applied as &amp;quot;layers&amp;quot;: each layer rolls its chance to evade an attack if the previous layer fails to do so. However, the [[Burden|burden]]&#039;s malus is applied to the overall chance to evade, while [[Spells#Supportive_Magic |shadow_veil]] applies a base evade in battle that cannot be negated by Burden.&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 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Parry===&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 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set:&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;1H&#039;&#039;&#039;:    Parry = 1 - (1 - mainhand_parry) * (1 - total_DEX * 0.0004)&lt;br /&gt;
&#039;&#039;&#039;DW&#039;&#039;&#039;:    Parry = 1 - (1 - mainhand_parry) * (1 - offhand_parry * 1.5) * (1 - total_DEX * 0.0004)&lt;br /&gt;
&#039;&#039;&#039;2H&#039;&#039;&#039;:    Parry = 1 - (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)                           [if 2H Parry ability is slotted]&lt;br /&gt;
&#039;&#039;&#039;Niten&#039;&#039;&#039;: Parry = 1 - (1 - offhand_parry) * (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)     [if 2H Parry ability is slotted]&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039;:  Parry = total_DEX * 0.0004&lt;br /&gt;
&lt;br /&gt;
  with total_DEX being the DEX of the whole build&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resist===&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 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Block===&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 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Mitigation]]===&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 - [[Detailed Equip Characteristics|equipment_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 - [[Detailed Equip Characteristics|equipment_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; = (500 + ([[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 &#039;&#039;&#039;base&#039;&#039;&#039; HP/MP/SP (i.e. before [[ability]] bonuses are applied).&amp;lt;!-- The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the Character screen. --&amp;gt;&lt;br /&gt;
*The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Battle Regen====&lt;br /&gt;
A &#039;tick&#039; is not equivalent to a turn; it represents 100 time units in the game, which is equivalent to the base action time before any speed bonuses are applied.&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 tick&#039;&#039;&#039; = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;SP gained per tick&#039;&#039;&#039; = 1 + (Sum of all attributes / 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, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
&#039;&#039;For the series, see [[series_resistance|here]].&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment Basics|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 Basics|equipment]]. &lt;br /&gt;
* This is multiplicative.&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; as well as via the Economizer [[potency]]. &lt;br /&gt;
*This is multiplicative.&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>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Interference&amp;diff=57074</id>
		<title>Interference</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Interference&amp;diff=57074"/>
		<updated>2022-08-12T14:32:03Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Effects of Interference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interference is a Compromise Statistic on [[Equipment Basics|equipment]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
==Effects of Interference==&lt;br /&gt;
Every point of interference will have the following effect:&lt;br /&gt;
*Reduces [[Character_Stats#Critical_Hit_Chance|magical crit rate]] by 2%, capped at 100%. &lt;br /&gt;
*Increases [[Spells#Spell_Costs|spell costs]] by 0.5%.&lt;br /&gt;
&lt;br /&gt;
==Getting Interference==&lt;br /&gt;
*A player gets interference from the [[Equipment Basics|equipment]] they wear.&lt;br /&gt;
**All equipment other than [[Weapons#Staffs|staffs]], [[Armor#Cloth_Armor|cloth armor]], and [[Detailed Equip Characteristics#Weapons|ethereal weapons]] have an interference stat.&lt;br /&gt;
&lt;br /&gt;
==Reducing Interference==&lt;br /&gt;
*Use [[Equipment Basics|equipment]] with the [[Equipment_Suffixes| &amp;quot;of the Battlecaster&amp;quot; ]] or [[Equipment_Suffixes| &amp;quot;of the arcanist&amp;quot;]] suffix, ethereal weapons, or cloth armor, which have significantly less or no interference stat.&lt;br /&gt;
*Use [[Equipment Basics|equipment]] with the [[Equipment_Suffixes| &amp;quot;of focus&amp;quot;]] suffix, which gives a Mana Conservation bonus to reduce the Mana Cost.&lt;br /&gt;
*[[The_Forge#Enhancements|Enhancing]] an equipment with [[The_Forge#Shards|Featherweight Charm]] can temporarily reduce its interference by 7 or 50%, whichever is higher.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=57046</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=57046"/>
		<updated>2022-07-31T08:32:06Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Details */ Shrine value carries over&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse. Unlike the main mode (Persistent) which lasts indefinitely, Isekai lasts for half a year before resetting.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Isekai runs in half-year seasons, starting on Longest Night (the Winter Solstice) and ending on Longest Day (the Summer Solstice), and vice versa. A notable exception is Season 1, which began on Jan 9th 2021.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season. [[Shrine]] value (for the Follower of Snowflake [[Hath Perk]]) also carries over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
&lt;br /&gt;
*From the start of each season until the end of that month, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
&lt;br /&gt;
*During the last month of the season, Isekai will enter the &amp;quot;Last Spurt&amp;quot; mode. While in this mode, the Player can make two attempts at [[The Tower]] per day, increased from one. Adding attachments to [[MoogleMail]] is disabled during last spurt, detaching items sent before last spurt is still enabled.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the Players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual Credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any Soulbound [[equipment]], [[Items#Trophies|Peerless Vouchers]], and all Peerless [[equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Any Peerless equipment that is not soulbound will be soulfused to the Player in the process, and all upgrades and [[Item World#Item Potency|potencies]] will be lost.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached.&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100, or Top 20 if less than 20 people reach Floor 100, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent, this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the current season, approximately 6 months.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
*Forge upgrades do not require bindings.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special [[Events|events]] like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Item Bot]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[Item World]] potency gain is higher. Nightmare and up has three times the gain compared to Persistent, while Normal and Hard have the same gain as Nightmare.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor reached, though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Monster_Lab&amp;diff=57043</id>
		<title>Monster Lab</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Monster_Lab&amp;diff=57043"/>
		<updated>2022-07-30T22:44:11Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Morale */ Spelling fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Monster Lab Mainpage.PNG|thumb|The Monster Lab Mainpage.]]&lt;br /&gt;
[https://hentaiverse.org/?s=Bazaar&amp;amp;ss=ml The Monster Lab] allows the players to create custom monsters that any player can then encounter during [[battles]]. Monsters bring [[#Gifts|gifts]] to their owner, they do not assist in any other way.&lt;br /&gt;
&lt;br /&gt;
==Monster Creation==&lt;br /&gt;
[[Image:Monster Creation.JPG|thumb|Monster Creation page.]]&lt;br /&gt;
A monster slot is needed in order to create a new monster; these can be unlocked using [[Tokens|Chaos Tokens]]. A new monster is created by giving it a name, a base class, and a melee attack [[damage type]]. Players may choose from any of the 13 monster classes, each with their own strengths and weaknesses. Up to 100 monster slots can be unlocked; [[donators]] get up to 200.&lt;br /&gt;
&lt;br /&gt;
===Naming===&lt;br /&gt;
Monsters can only be named once they reach a Power Level of 25 ([[#Monster Stats &amp;amp; Power Level|see below]]). Some guidelines should be followed regarding the name of the monsters:&lt;br /&gt;
&lt;br /&gt;
*Maximum of 30 characters&lt;br /&gt;
*No gibberish&lt;br /&gt;
*No misspellings of existing monsters&#039; names&lt;br /&gt;
*No misleading names (e.g. &amp;quot;Weak Against Holy&amp;quot; or &amp;quot;Bob the Dragon&amp;quot; on a non-dragon monster)&lt;br /&gt;
*Only 1 monster should be named directly after an E-Hentai user&lt;br /&gt;
*No racist or hateful names&lt;br /&gt;
*No typographically similar numerical substitutions on names of existing monsters (e.g. o=0, i=1=l)&lt;br /&gt;
**No consecutive spaces or hyphens&lt;br /&gt;
**Spaces and hyphens cannot be next to each other&lt;br /&gt;
**Cannot start or end with hyphens&lt;br /&gt;
**Maximum 5 spaces or hyphens per name&lt;br /&gt;
[[Image:chaostokentotal.png|thumb|Slot costs.]]&lt;br /&gt;
Names that are &amp;lt;span style=color:#d34646&amp;gt;marked in red&amp;lt;/span&amp;gt; indicate that the monster is flagged for having an unacceptable name. Such monsters will not bring any [[#Gifts|gifts]]. Any monster flagged for over a month will be deactivated and unnamed. Renaming a monster removes the flag but does not retroactively bring any gifts that were lost due to being flagged.&lt;br /&gt;
&lt;br /&gt;
===Costs &amp;amp; Deleting===&lt;br /&gt;
*The Nth monster slot costs &#039;&#039;roundup(1 + (N - 1)^1.2)&#039;&#039; Chaos Tokens to unlock.&lt;br /&gt;
**[[Donators]] at or above the Gold Star level get two slots per unlock. Slots unlocked before donating are retroactively doubled.&lt;br /&gt;
&lt;br /&gt;
*Monsters can be renamed and deleted for free.&lt;br /&gt;
**Once a monster reaches PL 250, it cannot be deleted.&lt;br /&gt;
**Deleting a monster only frees up the slot, nothing else is refunded.&lt;br /&gt;
&lt;br /&gt;
==Monster Stats &amp;amp; Power Level==&lt;br /&gt;
[[Image:Monster Stats.PNG|thumb|Monster Stats page.]]&lt;br /&gt;
Monsters can be strengthened by their owner by using [[crystals]]. The monster&#039;s Power Level (PL) will rise with each [[Monster Stats|stat]] upgrade. As crystals are used to increase a monster&#039;s attributes the cost of subsequent increases in that stat goes up.&lt;br /&gt;
&lt;br /&gt;
===Upgrading===&lt;br /&gt;
[[Image:fire.png]] = Not enough crystals to upgrade, or the stat is maxed out&lt;br /&gt;
&lt;br /&gt;
[[Image:fire_a.png]] = Enough crystals to upgrade, simply click on it to spend the crystals&lt;br /&gt;
&lt;br /&gt;
Mousing over either of these will show the name and number of crystals needed for the next upgrade.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Where &#039;&#039;N&#039;&#039; is the number of times a stat has been upgraded so far&lt;br /&gt;
|-&lt;br /&gt;
!Stat type&lt;br /&gt;
!Crystal cost to upgrade&lt;br /&gt;
!PL increase per upgrade&lt;br /&gt;
!Total PL (per stat)&lt;br /&gt;
!Morale restored&lt;br /&gt;
!Cap (per stat)&lt;br /&gt;
|- &lt;br /&gt;
!Primary&lt;br /&gt;
|round(50 * 1.555079154^N) || 3 + (N * 0.5) || N*(6+(N-1)*0.5)/2 || (roundup(N*0.5)+3)*1000 || +25&lt;br /&gt;
|- &lt;br /&gt;
!Elemental&lt;br /&gt;
|round(10 * 1.26485522^N) || Rounddown(1 + (N * 0.1) || (rounddown(N/10)+1)*(rounddown(N/10)*5+remainder(N/10)) || (rounddown(N/10)+1)*2000 || +50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The monster&#039;s actual PL is a round value of all stats added together.&lt;br /&gt;
&lt;br /&gt;
There is no way to increase a monster&#039;s Piercing, Crushing, or Slashing defenses.&lt;br /&gt;
&lt;br /&gt;
For stat upgrades, holding Shift while clicking on the stat name upgrades by 5 instead of 1 and holding Ctrl while clicking on the stat name upgrades by 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--====Costs and Results====&lt;br /&gt;
=====Attribute PL contributions=====&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center; font-size: 1em&amp;quot;&lt;br /&gt;
|+ Chart of PL benefits from maximizing a single attribute, where the base number can be found [[Monster_Lab#Monster_Classes|below]]&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Monster Class&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Primary Attributes&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot; | Elemental Resistances&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | = (25 - base)*(3 + (25 - base - 1) /2)&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot; | = 75 - base&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
! FIRE !! COLD !! ELEC !! WIND !! HOLY !! DARK&lt;br /&gt;
|-&lt;br /&gt;
! Arthropod&lt;br /&gt;
|187||250||207||150||273||273&lt;br /&gt;
|50||100||50||50||75||75&lt;br /&gt;
|-&lt;br /&gt;
! Avion&lt;br /&gt;
|250||187||88||273||228||250&lt;br /&gt;
|100||75||25||125||75||75&lt;br /&gt;
|-&lt;br /&gt;
! Beast&lt;br /&gt;
|187||168||168||207||297||322&lt;br /&gt;
|100||50||75||25||75||75&lt;br /&gt;
|-&lt;br /&gt;
! Celestial&lt;br /&gt;
|250||250||150||250||150||187&lt;br /&gt;
|50||50||50||50||25||125&lt;br /&gt;
|-&lt;br /&gt;
! Daimon&lt;br /&gt;
|168||168||187||273||228||250&lt;br /&gt;
|50||50||50||50||125||25&lt;br /&gt;
|-&lt;br /&gt;
!Dragonkin&lt;br /&gt;
|150||250||297||168||250||228&lt;br /&gt;
|25||125||50||100||75||75&lt;br /&gt;
|-&lt;br /&gt;
!Elemental&lt;br /&gt;
|297||228||228||273||187||117&lt;br /&gt;
|25||25||25||25||50||50&lt;br /&gt;
|-&lt;br /&gt;
!Giant&lt;br /&gt;
|150||187||297||117||322||348&lt;br /&gt;
|50||50||100||100||75||75&lt;br /&gt;
|-&lt;br /&gt;
! Humanoid&lt;br /&gt;
|250||150||187||250||187||207&lt;br /&gt;
|75||75||75||75||75||100&lt;br /&gt;
|-&lt;br /&gt;
!Mechanoid&lt;br /&gt;
|150||207||273||207||273||297&lt;br /&gt;
|25||25||150||25||25||75&lt;br /&gt;
|-&lt;br /&gt;
! Reptilian&lt;br /&gt;
|207||150||228||187||228||273&lt;br /&gt;
|50||125||50||75||75||75&lt;br /&gt;
|-&lt;br /&gt;
! Sprite&lt;br /&gt;
|297||117||117||322||207||228&lt;br /&gt;
|50||50||50||50||50||125&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
|150||207||273||150||322||322&lt;br /&gt;
|125||25||25||25||150||25&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monster PL vs. Player Level===&lt;br /&gt;
*A monster must have a PL of at least 25 to participate in [[battles]].&lt;br /&gt;
*Higher PL monsters give more [[Experience Points|Experience]].&lt;br /&gt;
*Monsters give additional [[Loot_Drop_Rolls|loot drop chance]] as ((PL - 500) / 50), capped at 15%.&lt;br /&gt;
*It is possible for players to fight monsters that they have created.&lt;br /&gt;
*For the PL cap calculation, a player&#039;s &#039;&#039;effective level&#039;&#039; (current level + [[HentaiVerse_Settings#Challenge_Level|difficulty modifier]]) is used .&lt;br /&gt;
*The system is biased towards picking monsters that are closer to the player&#039;s PL cap. The maximum PL of monsters that a player can face is:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Player&#039;s Level + [[HentaiVerse_Settings#Challenge_Level|Difficulty Modifier]]&lt;br /&gt;
!Max Monster PL&lt;br /&gt;
|-&lt;br /&gt;
|1-99 || Player&#039;s effective level?&lt;br /&gt;
|-&lt;br /&gt;
|100+ || ((Player&#039;s effective level) ^ 1.27) - 247?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At higher level players will face a minimum of (min(max_pl/2, 500)).&lt;br /&gt;
&lt;br /&gt;
===Important Power Levels===&lt;br /&gt;
[[Image:Crystal packs vs PL.png|thumb|Crystal packs required for each PL. &amp;quot;Bonus&amp;quot; is the boost in PL you&#039;ll earn between two different situations.]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Power&amp;lt;br&amp;gt;Level&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|25 || Unlocks naming and becomes active in [[battles]] once named&lt;br /&gt;
|-&lt;br /&gt;
|200 || Unlocks second Skill Attack&lt;br /&gt;
|-&lt;br /&gt;
|250 || Can no longer be deleted&lt;br /&gt;
|-&lt;br /&gt;
|251 || Requires Monster Edibles instead of Monster Chow as [[#Food|Food]]&lt;br /&gt;
|-&lt;br /&gt;
|400 || Unlocks Spirit Attack&lt;br /&gt;
|-&lt;br /&gt;
|499? || Gifts may now include High-Grade materials&lt;br /&gt;
|-&lt;br /&gt;
|750 || Low-Grade materials can no longer be gifts (?)&lt;br /&gt;
|-&lt;br /&gt;
|751 || Requires Monster Cuisine instead of Monster Edibles as [[#Food|Food]]&lt;br /&gt;
|-&lt;br /&gt;
|1,000 || &amp;lt;span title=&amp;quot;Banned players still lose theirs (may take up to 30 days)&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Will never be deactivated&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|1,005 || All Chaos Upgrades are available&lt;br /&gt;
|-&lt;br /&gt;
|1,499? || Mid-Grade materials can no longer be gifts (100% are High-Grade)&lt;br /&gt;
|-&lt;br /&gt;
|2,250 || Power Level cap reached&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Editor==&lt;br /&gt;
[[Image:Skill Editor.PNG|thumb|The Skill Editor page.]]&lt;br /&gt;
Monsters get skills when they are created, at PL 200, and at PL 400. &lt;br /&gt;
*If you don&#039;t create a skill for your monster, it will use the default skill&lt;br /&gt;
**Skills names must be between 3 and 30 characters long and contain only alphanumeric characters, hyphens, and spaces.&lt;br /&gt;
*The initial skill has the same damage type as the monster&#039;s main attack, and costs 50% MP.&lt;br /&gt;
**Monsters with a physical attack damage type gets a Physical type skill (which is boosted by DEX), while those with an elemental attack type get an Magical type skill (which is boosted by INT).&lt;br /&gt;
*Additional skills at PL 200 and PL 400 have following characteristics:&lt;br /&gt;
**The skill at PL 200 costs 50% MP and is more powerful than the initial skill.&lt;br /&gt;
**The skill at PL 400 costs 100% SP and is more powerful than both MP skills.&lt;br /&gt;
**Some monster classes can choose between physical and magical skills. The [[damage type]] can also be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills marked as &amp;quot;Basic&amp;quot; in the following table means that the skill will be of the same type than the basic attack you&#039;ve chosen upon creation of the monster.&lt;br /&gt;
In other words, you &#039;&#039;cannot&#039;&#039; chose the element of that skill.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Monster Class || Skill Type || [[Damage Type]] || Power&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Arthropod&lt;br /&gt;
| Physical || Basic (Crushing/Piercing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Crushing/Piercing || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Crushing/Piercing || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Avion&lt;br /&gt;
| Physical || Basic (Piercing/Slashing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing/Wind || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Beast  &lt;br /&gt;
| Physical || Basic (Slashing/Piercing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Slashing/Piercing || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Slashing/Piercing/Crushing || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Celestial   &lt;br /&gt;
| Physical || Basic (Slashing/Crushing) || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Holy || 80&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Holy/Void || 120&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Daimon    &lt;br /&gt;
| Physical || Basic (Slashing/Piercing) || 30&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Slashing/Piercing || 60&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Dark/Void || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Dragonkin     &lt;br /&gt;
| Physical || Basic (Piercing/Crushing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Piercing/Crushing/Fire || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Piercing/Crushing/Fire || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Elemental&lt;br /&gt;
| Magical || Basic (Fire/Elec/Wind/Cold) || 30&lt;br /&gt;
|-&lt;br /&gt;
| Magical || Basic (Fire/Elec/Wind/Cold) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Magical || Basic (Fire/Elec/Wind/Cold) || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Giant&lt;br /&gt;
| Physical || Basic (Crushing) || 10&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Basic (Crushing) || 30&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Basic (Crushing) || 50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Humanoid&lt;br /&gt;
| Physical || Basic (Piercing/Slashing/Crushing) || 30&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing/Crushing || 60&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Piercing/Slashing/Crushing&amp;lt;br&amp;gt;/Fire/Wind/Elec/Cold || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Mechanoid&lt;br /&gt;
| Physical || Basic (Piercing/Slashing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Reptilian&lt;br /&gt;
| Physical || Basic (Piercing/Slashing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Piercing/Slashing || 100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Sprite&lt;br /&gt;
| Physical || Basic (Piercing/Slashing) || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Fire/Elec/Wind/Cold || 100&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Void || 150 &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Undead &lt;br /&gt;
| Physical || Basic (Crushing/Slashing) || 20&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Crushing/Slashing || 50&lt;br /&gt;
|-&lt;br /&gt;
| Physical/Magical || Dark || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chaos Upgrades==&lt;br /&gt;
Monsters can be further upgraded using [[Tokens|chaos tokens]]. This will not change the monster&#039;s PL but does increase its &amp;quot;chaos level&amp;quot;.&lt;br /&gt;
*Available upgrades depend on PL of monster (every 5 PL unlocks another rank of at least 1 upgrade), and is shown in light blue blocks. Unavailable upgrades are shown in white blocks.&lt;br /&gt;
*The number of tokens required for an upgrade equals the number of next upgrade. (i.e. the Nth upgrade requires N tokens). Upgraded stats are shown in yellow.&lt;br /&gt;
*Each upgrade has 20 ranks. It takes 210 tokens to fully rank up an upgrade. Thus, it takes 2520 chaos tokens to fully upgrade one monster.&lt;br /&gt;
*Holding Shift while clicking on the + upgrades by 5 instead of 1 and holding Ctrl while clicking on the + upgrades by 10.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name || Related Stats&lt;br /&gt;
|-&lt;br /&gt;
|Scavenging || Increases the [[#Gift_Factor|gift factor]] by 2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Brutality || Increases monster damage by 2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Swiftness || Increases monster attack speed by 2.5%&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy || Increases monster accuracy by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Precision || Decreases effective target evade/block by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Overpower || Decreases effective target parry/resist by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Fortitude || Increases monster health by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Interception || Increases monster parry by 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Dissipation || Increases monster resist by 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Evasion || Increases monster evade by 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|Defense || Increases monster physical mitigation by 1%&lt;br /&gt;
|-&lt;br /&gt;
|Warding || Increases monster magical mitigation by 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gift Factor===&lt;br /&gt;
The Gift Factor influences the amount of [[#Gifts|gifts]] a monster earns at once. The base value is 100% and each upgrade of Scavenging adds 2.5% to this total. While this chaos upgrade is specifically designed to raise the gift factor, the other chaos upgrades contribute to the gift factor aswell, by an amount of 0.5% for each upgrade. A fully chaosed monster therefore gets a +160% bonus to the gift factor, effectively bringing the maximum value of the gift factor to 260%.&lt;br /&gt;
&lt;br /&gt;
To optimize the amount of [[Tokens|chaos tokens]] spent on a monster regarding the gift factor aspect, one has to invest 5 times more tokens in the Scavenger upgrade than other upgrades. This means having a Scavenging level 5 times higher than other levels. The following table gives an approximation of the chaos levels needed to optimize the investment on a monster:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Scavenging level || Tokens || Other upgrade || Tokens || Factor* || Total tokens*&lt;br /&gt;
|-&lt;br /&gt;
|2 || 3 || 0 || 0 || 105% || 3&lt;br /&gt;
|-&lt;br /&gt;
|5 || 15 || 1 || 1 || 118% || 26&lt;br /&gt;
|-&lt;br /&gt;
|10 || 55 || 2 || 3 || 136% || 88&lt;br /&gt;
|-&lt;br /&gt;
|15 || 120 || 3 || 6 || 154% || 186&lt;br /&gt;
|-&lt;br /&gt;
|20 || 210 || 4 || 10 || 172% || 320&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: The factor and the total tokens displayed here correspond to what results in Scavenger raised to the given level, and the 11 other upgrades to the &amp;quot;other upgrade&amp;quot; level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crystal List==&lt;br /&gt;
Use these to increase a [[Monster Stats|monster&#039;s stats]] as follows.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Crystal !! Stat increased&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Vigor || Strength&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Finesse || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Swiftness || Agility&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Fortitude || Endurance&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Cunning || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Knowledge || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Flames || [[Fire]] resistance&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Frost || [[Cold]] resistance&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Lightning || [[Elec]] resistance&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Tempest || [[Wind]] resistance&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Devotion || [[Holy]] resistance&lt;br /&gt;
|-&lt;br /&gt;
|Crystal of Corruption || [[Dark]] resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Classes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center; font-size: 1em&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Monster Class&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Starting Attributes&lt;br /&gt;
! Resistances&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Neutral&amp;lt;br /&amp;gt;(0)&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weaknesses&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Damage Types&lt;br /&gt;
|- style=&amp;quot;font-size: 0.8em&amp;quot;&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
! (+25)&lt;br /&gt;
! (-25) !! (-50)&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Arthropods are a diverse phylum of invertebrate animals distinguished by having a segmented body with jointed appendages, encased in a hard exoskeleton. Variants include insects, spiders and scorpions, and they exist in many different forms and sizes. Remains of humanoid Arthropods have been discovered in old ruins, but it is unknown whether such animals still exist, and whether or not they are intelligent. Arthropods are typically equipped with crushing melee attacks using claws and similar appendages, or piercing attacks with stingers. There are rumors of massive mutated members of the species, large enough to crush other creatures with the sheer bulk of their bodies. Their natural armor provides a high degree of resistance against slashing attacks, but they are vulnerable to blunt weapons. The exoskeleton provides a heightened defense against most elemental attacks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Arthropod&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80 || 50 || 70 || 100 || 40 || 40&lt;br /&gt;
| Fire, Wind, Elec, Slash &lt;br /&gt;
| Holy, Dark, Pierce&lt;br /&gt;
| Cold, Crush || &amp;amp;nbsp;&lt;br /&gt;
| Crush, Pierce&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Avions, also known as Aves or simply Birds, are a class of vertebrate endothermic animals distinguished by having wings. Variations exists, but typical Avions are bipedal with strong talons on their feet, covered in feathers, and equipped with a powerful beak. All Avions in the HentaiVerse have the ability to fly; non-flying birdlike creatures are classified as Beasts. Avions can specialize into using their beak for piercing attacks or talons for slashing attacks. The superior mobility and keen eyesight of higher level avions let them accurately target weak or unprotected parts of their opponent, giving them a high chance of scoring critical hits or temporarily cripple the target. While fast and agile, they do not have strong physical defenses. Due to their feather-covered body and flying nature, they are weak to fire and wind-based magicks. The fact that they are not grounded does however mean that they are resistant to electrical attacks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Avion&amp;lt;/span&amp;gt;&lt;br /&gt;
| 50 || 80 || 140 || 40 || 60 || 50&lt;br /&gt;
| Elec, Pierce &lt;br /&gt;
| Cold, Holy, Dark, Crush, Slash&lt;br /&gt;
| Fire || Wind&lt;br /&gt;
| Pierce, Slash&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Beasts cover the wide range of vertebrate air-breathing animals known as Mammals. There are many variations in this class, but the majority are quadrupeds of sizes varying from smaller than mice to larger than elephants. Beasts are typically either covered in fur or feathers, or more rarely, clad in a thick hairless hide. The fur makes them somewhat weak to fire-based magicks, but resistant to wind- and cold-based attacks. Most have average defense against physical weapons, but some have evolved a hard armor of keratin around vital points which heightens these defenses significantly. Their natural range of weapons allow them to bite down with sharp teeth, shred their foes with large claws, and impale them on pointy tusks. The most powerful beasts can simply use the sheer bulk of their body to crush a target. Rumors persist about terrible Beasts corrupted beyond all recognition with dark magicks, but those who have encountered them are not in a state to give a coherent description of their abilities.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Beast&amp;lt;/span&amp;gt;&lt;br /&gt;
| 80 || 90 || 90 || 70 || 30 || 20&lt;br /&gt;
| Wind, Cold, Crush&lt;br /&gt;
| Elec, Holy, Dark, Slash, Pierce&lt;br /&gt;
| Fire || &amp;amp;nbsp;&lt;br /&gt;
| Slash, Pierce&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Celestials are supernatural divine beings that reside on a different plane of existence. From time to time, some of these beings enter our world for reasons they usually choose not to divulge to outsiders. While worshiped by some individuals and groups as inherently good, it is suspected that those who leave have their own agendas that do not necessarily mesh well with that ideal. Appearing as lithe humanoid creatures who refuse to wear any form of armor, they have below average resistance to most physical attacks but make up for it with high agility. They have high resistance to elemental magicks, and are nearly impervious to divine attacks. They are however very weak against forbidden magicks, and their spiritual nature makes them somewhat more susceptible to soul-based magicks. Celestials can use a wide variety of humanoid armaments, but for unknown reasons they do not employ piercing weapons in their arsenal. Higher level celestials can imbue their weapons with pure divine power that lets their melee attacks deal holy damage.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Celestial&amp;lt;/span&amp;gt;&lt;br /&gt;
| 50 || 50 || 100 || 50 || 100 || 80&lt;br /&gt;
| Fire, Cold, Elec, Wind, Holy&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Crush, Slash, Pierce&lt;br /&gt;
| Dark&lt;br /&gt;
| Slash, Crush&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Daimons are supposedly corporeal manifestations of impure and often malevolent supernatural spirits that, some say, originate from the same plane of existence as Celestials. Their exact nature and relation to Celestials is however unknown. These spirits can take on any number of different appearances, but tend to choose one specifically tailored to the fears of their opponent. To allow for this shape changing capability, they do not wear any armor or use any other form of humanoid weaponry. This leaves them weak to physical attacks. Like Celestials, they have high resistances to elemental magicks and are somewhat susceptible to soul-based attacks. They are almost impervious to forbidden magicks, but highly vulnerable to divine attacks. Instead of forged weapons, these creatures take advantage of their physical malleability to reshape parts of their own body into blade-like weapons or sharp implements that they use for slashing and stabbing attacks. Higher level daimons are said to be able to conjure weapons of pure darkness that can bypass all defenses not specially enchanted to withstand it.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Daimon&amp;lt;/span&amp;gt;&lt;br /&gt;
| 90 || 90 || 80 || 40 || 60 || 50&lt;br /&gt;
| Fire, Cold, Elec, Wind, Dark&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Crush, Slash, Pierce&lt;br /&gt;
| Holy&lt;br /&gt;
| Slash, Pierce&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Dragonkin consist of Dragons, Drakes, and all other creatures that could be mistaken for giant flying fire-breathing lizards. That is however somewhat of an over-simplification as not all Dragonkin can fly, while breath attacks are not always fire, and are only fully developed in mature members of the species.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Dragonkin&amp;lt;/span&amp;gt;&lt;br /&gt;
| 100 || 50 || 30 || 90 || 50 || 60&lt;br /&gt;
| Fire, Elec, Crush, Slash&lt;br /&gt;
| Holy, Dark, Pierce&lt;br /&gt;
| Wind || Cold&lt;br /&gt;
| Pierce, Crush&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Elementals are metaphysical beings that manifest as crystalline beings of pure elemental energy. It is thought that they can change between different elemental forms at will, but this has never been observed in battle.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Elemental&amp;lt;/span&amp;gt;&lt;br /&gt;
| 30 || 60 || 60 || 40 || 80 || 120&lt;br /&gt;
| Fire, Cold, Elec, Wind, Holy, Dark&lt;br /&gt;
| Slash&lt;br /&gt;
| Crush, Pierce || &amp;amp;nbsp;&lt;br /&gt;
| Fire, Elec, Wind, Cold&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Giants are huge, slow and stupid. The only reason they still thrive as a species is their extreme natural aggression and immense strength, combined with the fact that they are highly amused by smashing anything they can get a hold of.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Giant&amp;lt;/span&amp;gt;&lt;br /&gt;
| 100 || 80 || 30 || 120 || 20 || 10&lt;br /&gt;
| Fire, Cold, Crush&lt;br /&gt;
| Holy, Dark, Slash&lt;br /&gt;
| Elec, Wind, Pierce || &amp;amp;nbsp;&lt;br /&gt;
| Crush&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Humanoids comprise the various intelligent bipedal primates found in the world. While they have no notable supernatural powers nor beastlike strength, and are largely covered in a soft and delicate skin which grants only minor protection from the elements, a variety of armor and weapons fill the gaps in their natural defenses and give them a surprisingly large amount of flexibility in their offensive capabilities.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Humanoid&amp;lt;/span&amp;gt;&lt;br /&gt;
| 50 || 100 || 80 || 50 || 80 || 70&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &#039;&#039;All but Dark&#039;&#039;&lt;br /&gt;
| Dark || &amp;amp;nbsp;&lt;br /&gt;
| Pierce, Slash, Crush&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Mechanoids are essentially living machines, remnants of ancient and highly advanced civilizations. The art of making such machinations has been long lost, but many still roam the world, oblivious of the fate that has befallen their deceased masters. Many variants of Mechanoids exist, from large bipedal machines forged for destruction to smaller humanoid builds created for peaceful purposes. Some were originally fitted with a wide variety of weaponry, but due to wear and lack of maintenance, most of the Mechanoids that are still functional equip themselves with simple melee weapons. These are typically blade- and spike-shaped attachments in place of a limb or other tool. There are however rumors of terrible machines that are capable of searing a creature to the bones with a stream of fire, or shatter their bodies with a torrent of deadly metal. Mechanoids are highly resistant to wind and cold-based magicks, and due to their artificial nature, they are almost impervious to divine and soul-based attacks. Their internal systems are however highly vulnerable to electrical shocks. Most have armor worn brittle with age, but stories of preserved heavily armored variants are told by the few who are fortunate enough to survive such an encounter.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Mechanoid&amp;lt;/span&amp;gt;&lt;br /&gt;
| 100 || 70 || 40 || 70 || 40 || 30&lt;br /&gt;
| Fire, Cold, Wind, Holy, Slash, Pierce&lt;br /&gt;
| Dark, Crush&lt;br /&gt;
| &amp;amp;nbsp; || Elec&lt;br /&gt;
| Pierce, Slash&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Reptilians are cold-blooded creatures that thrive in and near water. They comprise animals like crocodiles, snakes, turtles and lizards, but also intelligent biped humanoid variants that have evolved independently of their fellow primates. Their skin is covered in scales or scutes, and some have hardened shells covering parts of their bodies.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Reptilian&amp;lt;/span&amp;gt;&lt;br /&gt;
| 70 || 100 || 60 || 80 || 60 || 40&lt;br /&gt;
| Fire, Elec, Crush, Slash&lt;br /&gt;
| Wind, Holy, Dark, Pierce&lt;br /&gt;
| &amp;amp;nbsp; || Cold&lt;br /&gt;
| Pierce, Slash&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Sprites are diminutive beings that seldom get involved in the Big World, preferring to remain with their own kin in the hidden places of the land where nature is still thick and undisturbed. Only a small minority choose to seek out the human world, where their high intelligence and small size make them excel for many tasks, ranging from accounting to assassination. Sprites are not a single species, but most of the big folk will be hard pressed to tell a pixie apart from a faery. They are commonly armed with using tiny swords and rapiers, and while they do not have much strength to put behind a thrust, their ability to seek out the most vulnerable parts of a target still make them a force to be reckoned with. Higher level Sprites can also master powerful magicks, and many an unwary adventurer have engaged them recklessly only to be sent to an early grave. Physically weak, the best way of dealing with them is swatting them with a crushing attack, but they are fast and hard to hit. Their tiny size also make them difficult to hit them with stabbing weapons. All Sprites have some resistance to elemental magicks, and depending on their natural affinity they can even be fully impervious to some elements. They are however naturally weak to the forbidden magicks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sprite&amp;lt;/span&amp;gt;&lt;br /&gt;
| 30 || 120 || 120 || 20 || 70 || 60&lt;br /&gt;
| Fire, Cold, Elec, Wind, Holy, Pierce&lt;br /&gt;
| Slash&lt;br /&gt;
| Crush || Dark&lt;br /&gt;
| Pierce, Slash&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span title=&amp;quot;Undeads are animated necrotic remnants of living beings, cursed to an eternal lifeless existence with no warmth or joy. They range from mindless brutes such as zombies and animated skeletons, to higher undeads that have preserved parts of their mind but lost their soul, like liches, vampires and banshees. Having no need to maintain a body temperature and no vital processes that can be disturbed by electricity, undeads are highly resistant to cold and electrical magicks. Being born from darkness itself also makes them impervious to forbidden magicks, but they are vulnerable to divine attacks and fire magicks. Piercing attacks are ineffective due to a lack of weak points, while crushing or cutting off limbs works reasonably well. Mindless undeads tend to use simple melee implements like swords, or just crush their targets using their own limbs. Higher level undeads can use more sophisticated weaponry, and some even master deadly forms of forbidden magicks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Undead&amp;lt;/span&amp;gt;&lt;br /&gt;
| 100 || 70 || 40 || 100 || 20 || 20&lt;br /&gt;
| Cold, Elec, Wind, Dark, Crush, Pierce&lt;br /&gt;
| Slash&lt;br /&gt;
| &amp;amp;nbsp; || Fire, Holy&lt;br /&gt;
| Crush, Slash&lt;br /&gt;
|}&lt;br /&gt;
*For primary stats every point increases the stat by 1/10th of the base value (but always between 6 and 10).&lt;br /&gt;
&lt;br /&gt;
===Colored Charts===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistances&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size: 1em&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
!Fire&lt;br /&gt;
!Cold&lt;br /&gt;
!Elec&lt;br /&gt;
!Wind&lt;br /&gt;
!Holy&lt;br /&gt;
!Dark&lt;br /&gt;
!Crushing&lt;br /&gt;
!Slashing&lt;br /&gt;
!Piercing&lt;br /&gt;
|-&lt;br /&gt;
!Arthropod&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Avion&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
!Beast&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Celestial&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|-&lt;br /&gt;
!Daimon&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|-&lt;br /&gt;
!Dragonkin&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Elemental&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|-&lt;br /&gt;
!Giant&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|-&lt;br /&gt;
!Humanoid&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Mechanoid&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
!Reptilian&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Sprite&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#FFC0C0&amp;quot; | -25&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
!Undead&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#FF8080&amp;quot; | -50&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|0&lt;br /&gt;
| style=&amp;quot;background:#C0FFC0&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
!125&lt;br /&gt;
!75&lt;br /&gt;
!150&lt;br /&gt;
!100&lt;br /&gt;
!0&lt;br /&gt;
! -50&lt;br /&gt;
!25&lt;br /&gt;
!50&lt;br /&gt;
!0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PAB_Per_Upgrade.PNG|Primary Attributes gained with each crystal upgrade&lt;br /&gt;
Resist_Per_Upgrade.PNG|Resistances gained with each crystal upgrade; Appears to round down&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Morale== &lt;br /&gt;
Each monster has up to 24,000 points of morale that gradually decays over time. Morale solely affects a monster&#039;s ability to bring [[#Gifts|gifts]] to its owner. Freshly created monsters start with 0 morale.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Morale Color&lt;br /&gt;
!Morale&lt;br /&gt;
!Effect on [[Gift]]s&lt;br /&gt;
|-&lt;br /&gt;
|Green || 6,000 - 24,000 || +25% chance&lt;br /&gt;
|-&lt;br /&gt;
|Yellow || 2,400 - 5,999 || Normal chance&lt;br /&gt;
|-&lt;br /&gt;
|Red || 1 - 2,399 || -50% chance&lt;br /&gt;
|-&lt;br /&gt;
|Empty || 0 || 0% chance (any held gifts are lost and no new ones can be earned)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Morale can be raised by feeding monsters [[crystals]] or Happy Pills. Crystals restore morale based on how many are spent (roughly 500 + 2.5*N) and pills restore 6,000 (or 12,000 for players with the Extra Strength Formula [[Hath Perk]]).&lt;br /&gt;
&lt;br /&gt;
===Morale Drain Rate===&lt;br /&gt;
Morale drains over time at a base rate of ~33 per hour, lasting roughly 30 days.&lt;br /&gt;
*&#039;&#039;&#039;Increased By&#039;&#039;&#039;:&lt;br /&gt;
**A [[#Food|starving]] monster will lose morale faster (50%?) than normal&lt;br /&gt;
*&#039;&#039;&#039;Decreased By&#039;&#039;&#039;:&lt;br /&gt;
**All Owned Monsters:&lt;br /&gt;
***[[Training]] Inspiration (5% per rank?)&lt;br /&gt;
***Players with a [[Gold Star]] or higher have 50% drain rate&lt;br /&gt;
****These 2 bonuses stack multiplicatively&lt;br /&gt;
**Individual Monsters:&lt;br /&gt;
***Raising a monster&#039;s PL past 250 reduces its drain rate linearly, up to 7x slower at PL 2,250&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=206976&amp;amp;st=0&amp;amp;p=4881600&amp;amp;#entry4881600]&amp;lt;/sup&amp;gt;. (An approximate point for 2x is ~580&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=206976&amp;amp;view=findpost&amp;amp;p=4910553][https://forums.e-hentai.org/index.php?showtopic=29703&amp;amp;st=48120&amp;amp;p=5508540&amp;amp;#entry5508540]&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;food&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;hunger&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Hunger&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Monsters consume food in order to &amp;quot;live&amp;quot; and must be fed every so often to keep them fighting and from losing morale. Freshly created monsters start at 2,000 food.&lt;br /&gt;
&lt;br /&gt;
Monsters of different [[power level]]s require different foods:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Power Level]]&lt;br /&gt;
!Food Required&lt;br /&gt;
|-&lt;br /&gt;
|1 - 250 || Monster Chow&lt;br /&gt;
|-&lt;br /&gt;
|251 - 750 || Monster Edibles&lt;br /&gt;
|-&lt;br /&gt;
|751 - 2,250 || Monster Cuisine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Monsters can be fed up to 24,000 food (6 days&#039; worth). Each unit of food restores up to 1,000 points; this can be increased to 1,200 with the That&#039;s Good Eatin&#039; [[Hath Perk]].&lt;br /&gt;
*Food can be fed at a &amp;quot;max&amp;quot; amount which only uses as much food as possible without being wasteful (stopping before a unit does not restore a full 1,000) unless the monster has less than 1,000 hunger.&lt;br /&gt;
&lt;br /&gt;
Higher tier food [[items]] drop more frequently on higher [[difficulties]] (capping at 40%/30%/30% on IWBTH).&lt;br /&gt;
&lt;br /&gt;
===Hunger Rate===&lt;br /&gt;
Monsters consume food at a base rate of ~166 per hour.&lt;br /&gt;
*This can be slowed (up to halved?) via Metabolism [[Training]].&lt;br /&gt;
*Players with a [[Gold Star]] will halve their monsters&#039; hunger rate.&lt;br /&gt;
**These 2 bonuses stack (to 75%? reduced hunger).&lt;br /&gt;
&lt;br /&gt;
===Starving===&lt;br /&gt;
*A starving monster will lose [[#Morale|morale]] 50%(?) quicker.&lt;br /&gt;
*After 90 days of starving a monster will cease to participate in [[battles]] and will be un-named.&lt;br /&gt;
**Monsters that are 1,000+ [[PL]] are immune to this.&lt;br /&gt;
**Un-named monsters will retain monster-type, power level and chaos upgrades&lt;br /&gt;
**Un-named monsters can be revived by feeding and renaming them&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
[[Image:Monster Gift.PNG|thumb|Monster Gift notification.]]&lt;br /&gt;
Player-created monsters have a chance of bringing [[The_Forge#Materials|materials]] to their owner. Monsters can hold up to 3 gifts (further increased by [[#Chaos Upgrades|chaos upgrades]] up to +160%). Simply visiting the Monster Lab will check if any of the player&#039;s monsters have gifts to give.&lt;br /&gt;
&lt;br /&gt;
===Chances===&lt;br /&gt;
The chance to receive a gift is based on how many battles a monster has won since they last delivered a gift, modified by their [[#Morale|morale]] (updated dynamically; a monster that goes from yellow morale to green may bring a gift immediately&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=29703&amp;amp;view=findpost&amp;amp;p=4794188]&amp;lt;/sup&amp;gt;; visiting the monster list is necessary). A monster can give gifts up to once per hour. Monsters will automatically earn gifts if they have not earned one in the past 72 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battles won&#039;&#039;&#039;:&lt;br /&gt;
*[[Skills#Universal_Skills|Fleeing]] from battle counts as a win for all of the monsters in that round.&lt;br /&gt;
*Does &#039;&#039;&#039;not&#039;&#039;&#039; count deaths to a player&#039;s own monsters.&lt;br /&gt;
*To prevent potential abuses there is a cooldown on how often a player can count as a repeat win.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gift List&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Distribution Ratio===&lt;br /&gt;
Graded materials are gifted at a ratio of 2:1:1:1 in Metal:Cloth:Leather:Wood.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Monster Stats]]&lt;br /&gt;
*[[HentaiVerse Bestiary]]&lt;br /&gt;
*[https://hv-monster.skk.moe/ zhenterzzf and OnceForAll&#039;s Monster Database]&lt;br /&gt;
*[[The Forge]]&lt;br /&gt;
*[[Grindfest]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Ring_of_Blood&amp;diff=56829</id>
		<title>Ring of Blood</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Ring_of_Blood&amp;diff=56829"/>
		<updated>2022-07-07T01:05:58Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Ring of Blood Challenges */ Token drop chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ring_of_Blood.png|thumb|The Ring of Blood interface.]]&lt;br /&gt;
The [https://hentaiverse.org/?s=Battle&amp;amp;ss=rb Ring of Blood] (also known as RoB) is one of the [[battle modes]] in the [[HentaiVerse]]. It is a single-round battle that places the player against powerful foes.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*Guaranteed [[Equipment Basics|equipment]] drop upon completing any challenge ([[quality]] depends on difficulty and selected challenge).&lt;br /&gt;
*High chance for a [[Token]] drop (depends on challenge).&lt;br /&gt;
*The first time rewards a significant [[credit]] bonus. Subsequent clears always reward 1,000.&lt;br /&gt;
&lt;br /&gt;
==Limits==&lt;br /&gt;
Each challenge:&lt;br /&gt;
*Requires the appropriate amount of [[Items#Tokens|Tokens of Blood]].&lt;br /&gt;
*Has a [[level]] requirement.&lt;br /&gt;
*May only be attempted once after each [[Dawn of a New Day]], regardless of success or failure.&lt;br /&gt;
**Challenges started before the Dawn but cleared afterwards are counted towards the previous day and do not enter cooldown.&lt;br /&gt;
&lt;br /&gt;
==Ring of Blood Challenges==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Challenge ||width=40px| Min. [[Level]] ||width=40px| [[Token]] Cost ||width=60px| 1st Clear Bonus ||width=100px|Bonus Token Drop Chance|| Composition&lt;br /&gt;
|-&lt;br /&gt;
|Konata || 50 || 1 ||rowspan=&amp;quot;4&amp;quot;| 25,000 C ||50% || Konata + Manbearpig&lt;br /&gt;
|-&lt;br /&gt;
|Mikuru Asahina ||rowspan=&amp;quot;3&amp;quot;| 75 ||rowspan=&amp;quot;3&amp;quot;| 2 ||50%? || Mikuru Asahina + White Bunneh&lt;br /&gt;
|-&lt;br /&gt;
|Ryouko Asakura ||50%? || Ryouko Asakura + Mithra&lt;br /&gt;
|-&lt;br /&gt;
|| Yuki Nagato ||50%? || Yuki Nagato + Dalek&lt;br /&gt;
|-&lt;br /&gt;
|Real Life || 100 ||rowspan=&amp;quot;2&amp;quot;| 3 || 50,000 C ||70% || Real Life + Konata&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Pink Unicorn || 150 || 100,000 C ||80% || Invisible Pink Unicorn + (Random Schoolgirl besides Konata)&lt;br /&gt;
|-&lt;br /&gt;
|Flying Spaghetti Monster || 200 || 5 || 150,000 C ||100% || Flying Spaghetti Monster + Ryouko Asakura + Mikuru Asahina + Yuki Nagato&lt;br /&gt;
|-&lt;br /&gt;
|Triple Trio And The Tree || 250 || 10 || 200,000 C ||100% || [[HentaiVerse_Bestiary#Trio_and_the_Tree| Goddess Trio]] + [[HentaiVerse_Bestiary#A_Dance_With_Dragons|The 3 Dragons]] + [[HentaiVerse_Bestiary#Gods|Real Life + Invisible Pink Unicorn + Flying Spaghetti Monster]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Battles]] - Information about how battles operate.&lt;br /&gt;
*[[Items#Tokens|Tokens of Blood]] - Required to start any Ring of Blood challenge.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Items&amp;diff=56822</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Items&amp;diff=56822"/>
		<updated>2022-07-05T19:51:43Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Trophies */ Added that shrine value can increase via combining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[HentaiVerse]] items are obtained by killing monsters, completing [[arena]] challenges, and as [[gifts]] from the [[Monster Lab|owned monsters]]. [[Training]] can increase the chance for some items to drop from slain monsters as well as affect the quality and type of drops.&lt;br /&gt;
&lt;br /&gt;
There are 13 types of items: [[#Battle Powerups|Battle Powerups]], [[#Restoratives|Restoratives]], [[#Infusions|Infusions]], [[#Scrolls|Scrolls]], [[#Special Items|Special Items]], [[#Artifacts|Artifacts]], [[#Trophies|Trophies]], [[#Tokens|Tokens]], [[#Collectables|Collectables]], [[#Crystals|Crystals]], [[#Food|Food]], [[#Enhancements|Enhancements]], and [[#Materials|Materials]].&lt;br /&gt;
&lt;br /&gt;
==Battle Powerups==&lt;br /&gt;
During a [[battle]] round any defeated monster has a ~4% chance of dropping a powerup. These powerups are automatically slotted in the &amp;quot;P&amp;quot; item slot of the player&#039;s inventory. Players can only have one powerup at a time and cannot receive a new one until the current one is used. They persist between rounds of a battle but are lost at the end of a battle series, essentially making them temporary items.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |&#039;&#039;&#039;Mystic Gem&#039;&#039;&#039; || [[Image:channeling.png]] || Grants the [[Fighting Styles#Any|Channeling]] effect for 15 turns or until a [[spell]] is cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Health Gem&#039;&#039;&#039; || [[Image:Health Points.png‎]] || Restores 100% base health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Gem&#039;&#039;&#039; || [[Image:Magic Points.png‎]] || Restores 50% base mana.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spirit Gem&#039;&#039;&#039; || [[Image:Spirit Points.png‎]] || Restores 25% base spirit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Restoratives==&lt;br /&gt;
These may be set as a player&#039;s [[Character Menu#Battle_Items|Battle Items]]. Players start with 5 item slots and can unlock 10 more via [[training]] Rat Pack. Items will restock themselves in battle as long as there is sufficient supply. The effects of these items when used in combat can be increased via [[Abilities#General|General abilities]].&lt;br /&gt;
&lt;br /&gt;
===Health Restoratives===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | &#039;&#039;&#039;Draught&#039;&#039;&#039; || Restores 2% base health per turn for 50 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion&#039;&#039;&#039; || Restores 100% of base health.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixir&#039;&#039;&#039; || Restores 100% health on use + 2% base health per turn for 100 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Magic/Spirit Restoratives===&lt;br /&gt;
&#039;&#039;Magic and Spirit restoratives are separate items, they simply have the same percentages.&#039;&#039;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | &#039;&#039;&#039;Draught&#039;&#039;&#039; || Restores 1% base mana/spirit per turn for 50 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion&#039;&#039;&#039; || Restores 50% of base mana/spirit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixir&#039;&#039;&#039; || Restores 100% mana/spirit on use + 1% base mana/spirit per turn for 100 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Restoratives===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;130px&amp;quot; | Item || Effect || Duration || Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Drink&#039;&#039;&#039; || [[File:soulstone.png]] &amp;lt;span title=&amp;quot;You are generating additional Overcharge and Spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Energized&amp;lt;/span&amp;gt; || 10 turns || Restores 10 points of [[Stamina]], up to the maximum of 99. When used in battle, it also boosts [[Overcharge]] and Spirit by 10% for 10 turns.&lt;br /&gt;
*Players with the Long Gone Before Daylight [[Hath Perk]] receive 20 [[stamina]] instead (limit once per day) both in- and off-battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caffeinated Candy&#039;&#039;&#039; || [[File:channeling.png]] &amp;lt;span title=&amp;quot;You are generating additional Overcharge and Spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Energized&amp;lt;/span&amp;gt; || 5 turns || Restores 5 points of [[Stamina]], up to the maximum of 99. When used in battle, it also boosts [[Overcharge]] and Spirit by 10% for 5 turns.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Last Elixir&#039;&#039;&#039; || [[File:Health Points.png]] &amp;lt;span title=&amp;quot;The Health Restorative is regenerating your body.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Regeneration&amp;lt;/span&amp;gt; || rowspan=&amp;quot;3&amp;quot; | 100 turns || rowspan=&amp;quot;3&amp;quot; | Fully restores all vitals, and grants long-lasting restoration effects.&lt;br /&gt;
* the combined effect of a Health Elixir + a Mana Elixir + a Spirit Elixir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Magic Points.png]] &amp;lt;span title=&amp;quot;The Mana Restorative is replenishing your mana reserves.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Replenishment&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spirit Points.png]] &amp;lt;span title=&amp;quot;The Spirit Restorative is refreshing your spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Refreshment&amp;lt;/span&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infusions==&lt;br /&gt;
These may be set as [[Character Menu#Battle_Items|Battle Items]] or enhancement in [[The Forge]]. &lt;br /&gt;
&lt;br /&gt;
If used as a [[Character_Menu#Battle_Items|Battle Item]]:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Infusion of || Effect || Duration || Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flames&#039;&#039;&#039; || [[File:Abilities Flare.png]] Infused Flames || 50 turns || You are wreathed in the power of flames. You gain +25% resistance to Fire elemental attacks and your Fire [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost&#039;&#039;&#039; || [[File:Abilities Freeze.png]] Infused Frost || 50 turns || You are suffused with the power of frost. You gain +25% resistance to Cold elemental attacks and your Cold [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning&#039;&#039;&#039; || [[File:Abilities Lightning.png]] Infused Lightning || 50 turns || You are surrounded by the power of lightning. You gain +25% resistance to Elec elemental attacks and your Elec [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storms&#039;&#039;&#039; || [[File:Abilities Gale.png]] Infused Storms || 50 turns || You are draped in the power of storms. You gain +25% resistance to Wind elemental attacks and your Wind [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divinity&#039;&#039;&#039; || [[File:Abilities Smite.png]] Infused Divinity || 50 turns || You are veiled in the power of divinity. You gain +25% resistance to Holy elemental attacks and your Holy [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Darkness&#039;&#039;&#039; || [[File:Abilities Eternal Night.png]] Infused Darkness || 50 turns || You are cloaked in the power of darkness. You gain +25% resistance to Dark elemental attacks and your Dark [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Only 1 infusion effect may be active at any time in combat.&lt;br /&gt;
*Players start with one slots for these and can unlock 5 more via [[training]] Tincture. They will restock themselves during battle as long as there is sufficient supply. &lt;br /&gt;
&lt;br /&gt;
If used as an enhancement through [[The Forge]]:&lt;br /&gt;
*Multiple infusions can be used to extend the time their effects last.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
**Lasts 15 minutes per infusion. &lt;br /&gt;
**Adds an [[Equipment Basics#Elemental Strikes|Elemental Strike]] effect to the player&#039;s weapons.&lt;br /&gt;
***A maximum of 2 different types of elemental strikes (in addition to Void) may exist on a weapon (achieved via [[Item World]] or via infusions).&lt;br /&gt;
*&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;:&lt;br /&gt;
**Last 1 hour per infusion.&lt;br /&gt;
**Adds 5% elemental [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element to the player&#039;s armors.&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
These may be set as [[Character Menu#Battle_Items|Battle Items]]. &lt;br /&gt;
*Players start with 1 slot for these and can unlock 5 more via [[training]] Scholar of War. They will restock themselves during battle as long as there is sufficient supply. &lt;br /&gt;
*These grant [[Spells#Supportive_Magic|supportive spell effects]] when used and last a long number of turns. &lt;br /&gt;
*These override their respective [[spells]]. Any [[Innate Arcana]] spells affected in this manner will not be auto-cast until the scroll&#039;s effect ends.&lt;br /&gt;
*Each effect has a 100 turn duration (besides Absorption which lasts until triggered, and Gods and Avatar which last for 200 turns).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scroll of || Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swiftness&#039;&#039;&#039; || Grants the &#039;&#039;Haste&#039;&#039; effect.&lt;br /&gt;
*Increases [[Action Speed]] by 60%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection&#039;&#039;&#039; || Grants the &#039;&#039;Protection&#039;&#039; effect. &lt;br /&gt;
*Absorbs all damage taken by 50%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;the Avatar&#039;&#039;&#039; || Grants the &#039;&#039;Haste&#039;&#039; and &#039;&#039;Protection&#039;&#039; effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadows&#039;&#039;&#039; || Grants the &#039;&#039;Shadow Veil&#039;&#039; effect.&lt;br /&gt;
*Increases evasion by 30%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Absorption&#039;&#039;&#039; || Grants the &#039;&#039;Absorb&#039;&#039; effect.&lt;br /&gt;
*Absorbs the next non-crit magical attack from a monster and partially converts it to MP.&lt;br /&gt;
*Has a 100% chance to proc.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Life&#039;&#039;&#039; || Grants the &#039;&#039;Spark of Life&#039;&#039; effect.&lt;br /&gt;
*Any attack that would normally kill the player leaves them alive with 50% of max HP&lt;br /&gt;
*Consumes 25% of base spirit if proc&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;the Gods&#039;&#039;&#039; || Grants the &#039;&#039;Absorb&#039;&#039;, &#039;&#039;Shadow Veil&#039;&#039;, and &#039;&#039;Spark of Life&#039;&#039; effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Items==&lt;br /&gt;
These may be set as [[Character_Menu#Battle_Items|Battle Items]] in the same slots as restoratives. These consumables provide extremely powerful benefits. They are exceptionally rare.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect Name&lt;br /&gt;
! Effects&lt;br /&gt;
! Reference&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | &amp;lt;span title=&amp;quot;It is time to kick ass and chew bubble-gum... and here is some gum.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bubble Gum&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| [[File:gum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Kicking Ass&#039;&#039;&#039;&lt;br /&gt;
| Your attacks and spells deal significantly more damage for a short time, will always hit, and will always land critical hits.&lt;br /&gt;
*+100% damage&lt;br /&gt;
*Lasts 50 turns&lt;br /&gt;
|| [https://en.wikipedia.org/wiki/They_Live They Live] &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | &amp;lt;span title=&amp;quot;There are three flowers in a vase. The third flower is green.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Flower Vase&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| [[File:Abilities Ragnarok.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sleeper Imprint&#039;&#039;&#039;&lt;br /&gt;
| Your attack/magic damage, attack/magic hit/crit chance, and evade/resist chance increases significantly for a short time.&lt;br /&gt;
*+25% damage&lt;br /&gt;
*Lasts 50 turns&lt;br /&gt;
|| [https://en.wikipedia.org/wiki/Dollhouse_%28TV_series%29 Dollhouse] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Items that can be exchanged for certain random benefits at the [[Shrine]]. They are quite rare, but the chance for them to drop can be increased via Archaeologist (up to doubled) and Scavenger [[training]] while training Quartermaster very slightly reduces the chances of getting an artifact.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Items dropped by [[HentaiVerse_Bestiary|Rare, Legendary, and God-class monsters]] that can be exchanged for a piece of [[Equipment Basics|equipment]] at the [[Shrine]]. Trophies drop 100% of the time except in [[Arena#Arena_Challenges|Arena challenges]] higher than [[HentaiVerse_Bestiary#Trio_and_the_Tree|The Trio and the Tree]] where the chance is a static 10% (except in the final round where it is once again 100%). The results of trophy hand-ins are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else in the game such as Luck of the Draw [[training]].&lt;br /&gt;
&lt;br /&gt;
Arena clear bonuses are equivalent to a trophy roll of corresponding tier, but also note that trophies can boost [[Shrine]] counter (though it&#039;s useful only for FoS users), and can also bu [[Shrine#Upgrading Trophies|upgraded]] (up to tier 5) for increased [[Shrine#Upgrading_Trophies|Shrine value]] and a chance of better gears.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Source&lt;br /&gt;
!Trophy Tier&lt;br /&gt;
!Minimum [[Detailed_Equip_Characteristics#Quality|Quality]]&lt;br /&gt;
!Shrine Value (trophies only)&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: Endgame [[challenge]] and below on Normal/Hard [[difficulty]] || 1 || Average&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Boss-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;No longer will MBP spread havoc, destruction, and melted polar ice caps.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Manbearpig Tail&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Manbearpig ||rowspan=&amp;quot;5&amp;quot;| 2 ||rowspan=&amp;quot;5&amp;quot;| Average&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;You find this in the lair of a White Bunneh. It appears to be a dud.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Holy Hand Grenade of Antioch&amp;lt;/span&amp;gt;&#039;&#039;&#039; || White Bunneh&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A Lilac flower given to you by a Mithra when you defeated her. Apparently, this type was her favorite.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Mithra&#039;s Flower&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Mithra&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Taken from the destroyed remains of a Dalek shell.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Dalek Voicebox&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Dalek&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: Longest Journey [[challenge]] on Nightmare [[difficulty]]?&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Legendary-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Konata when you defeated her. It smells of timotei.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Lock of Blue Hair&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Konata || 2 || rowspan=&amp;quot;4&amp;quot; | Average&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Mikuru when you defeated her. If you wear it, keep it to yourself.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bunny-Girl Costume&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Mikuru Asahina&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |3&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Ryouko when you defeated her. You decided to name is Achakura, for no particular reason.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Hinamatsuri Doll&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Ryouko Asakura&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Yuki when you defeated her. She looked better without them anyway.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Broken Glasses&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Yuki Nagato&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;God-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A sapling from Yggdrasil, the World Tree.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sapling&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Yggdrasil ||rowspan=&amp;quot;2&amp;quot;| 4 ||rowspan=&amp;quot;4&amp;quot;| Superior&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A plain black 100% cotton T-Shirt. On the front, an inscription in white letters reads: &#039;&#039;I defeated Real Life and all I got was this lousy T-Shirt&#039;&#039;&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Black T-Shirt&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Real Life&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;An Invisible Pink Unicorn Horn taken from the Invisible Pink Unicorn. It doesn&#039;t weigh anything and has the consistency of air, but you&#039;re quite sure it&#039;s real.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Unicorn Horn&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Invisible Pink Unicorn ||rowspan=&amp;quot;2&amp;quot;| 5&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: The Trio and the Tree [[challenge]] on IWBTH/PFUDOR [[difficulty]]?&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A nutritious pasta-based appendage from the Flying Spaghetti Monster.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Noodly Appendage&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt; || Flying Spaghetti Monster ||rowspan=&amp;quot;2&amp;quot;| 6||rowspan=&amp;quot;2&amp;quot;| Exquisite&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: End of Days and Eternal Darkness [[challenge]] on IWBTH/PFUDOR [[difficulty]]?&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|(Varies) ||[[Obsolete_Items#Trophies|Certain holiday events]]|| rowspan=&amp;quot;4&amp;quot; | 7 || rowspan=&amp;quot;4&amp;quot; | Magnificent&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030][https://forums.e-hentai.org/index.php?showtopic=251389]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;You found these in your Xmas stocking when you woke up. Maybe Snowflake will give you something for them.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Stocking Stuffers&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Automatically awarded on X-Mas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: A Dance with Dragons&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt;, Post Game Content, Secret Pony Level&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=249135&amp;amp;view=findpost&amp;amp;p=5929964]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A coupon which was handed to you by a festival moogle during the Loot and Harvest Festival. Offer it to Snowflake for some bonus loot.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Festival Coupon&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|Loot &amp;amp; Harvest Festival (late September)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;&amp;quot;&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Varies) || [[Obsolete_Items#Trophies|Certain holiday events]] || 8 || Magnificent&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;This box is said to contain an item of immense power. You should get Snowflake to open it.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Tenbora&#039;s Box&amp;lt;/span&amp;gt;&#039;&#039;&#039;|| Annual contest/giveaway || 9 || Legendary&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A voucher for a free soulbound Peerless equipment piece of your choice. Given to you personally by Snowflake for your devout worship and continued offerings.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Peerless Voucher&amp;lt;/span&amp;gt;&#039;&#039;&#039;|| [[Hath Perks | Follower of Snowflake]] ||  || Peerless&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=244812][https://forums.e-hentai.org/index.php?showtopic=245213]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Note: The rows with (N/A) in the first column describe the equipment drop that you get for finishing an arena, and have nothing to do with shrine or trophies. These rows have been added to compare the end-of-arena equipment drop quality to the equipment quality from shrining trophies&lt;br /&gt;
===Coupons===&lt;br /&gt;
These are given to the users who place in the top 50 of the [[Toplists#Coupons|monthly toplists]] and operate very similarly to the trophies listed above.&lt;br /&gt;
Here is a list of the different coupons and the expected outcome when shrining them:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Source&lt;br /&gt;
!width=&amp;quot;50px&amp;quot;|Trophy Tier&lt;br /&gt;
!width=&amp;quot;50px&amp;quot;|Minimum [[Quality]]&lt;br /&gt;
!Shrine Value&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Coupon || Ranking 26th-50th in a [[Toplist]] || 3? || Average&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Silver Coupon || Ranking 11th-25th in a [[Toplist]] || 5? || Superior&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gold Coupon || Ranking 4th-10th in a [[Toplist]] || 7&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt; || Magnificent&lt;br /&gt;
|6000&lt;br /&gt;
|-&lt;br /&gt;
|Platinum Coupon || Ranking 1st-3rd in a [[Toplist]] || 8&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt; || Magnificent&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
Rare drops in normal battles. Blood and Chaos Tokens are primarily obtained as [[Arena]] and [[Ring of Blood]] clear bonus drops; chaos can also be gotten from [[The Lotteries]]. Tokens cannot be sold to the [[Bazaar#Item_Shop|Item Shop]] (besides Soul Fragments), sent via [[MoogleMail]], or be exchanged for other tokens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Token of Blood&#039;&#039;&#039;: Can be used for the chance to face powerful monsters in the [[Ring of Blood]].&lt;br /&gt;
*&#039;&#039;&#039;Chaos Token&#039;&#039;&#039;: Used in the [[Monster Lab]] to create new monster slots and upgrade various stats of monsters.&lt;br /&gt;
&lt;br /&gt;
===Soul Fragments===&lt;br /&gt;
Soul Fragments are used for [[Equipment Basics|equipment]] [[soulfusion]] and for [[ability]] resets. They are untradeable and can be obtained as a drop from [[random encounter]]s, purchased from the [[Item Shop]] for 1k [[credits]] each or received every [[Dawn|dawn]] for players with the Soul Catcher [[Hath Perk]].&lt;br /&gt;
&lt;br /&gt;
Fusing equipment above the player&#039;s [[level]] requires +2% for every level of difference, with the base number of fragments required for [[soulfusion]] and the increase per every level being as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Base cost&lt;br /&gt;
!Increase&lt;br /&gt;
|-&lt;br /&gt;
|Peerless || 1000 || +20/level&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || 500 || +10/level&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || 500 || +10/level&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Superior || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Average || 100 || +2/level&lt;br /&gt;
|-&lt;br /&gt;
|Fair || 100 || +2/level&lt;br /&gt;
|-&lt;br /&gt;
|Crude || 100 || +2/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore the total number of Fragments needed to soulfuse an item at a generic level can be calculated as:&lt;br /&gt;
 Total number of Fragments = Base_Cost + Increase * Max((Item_level - player_level), 0)&lt;br /&gt;
&lt;br /&gt;
In the case player&#039;s level is higher than the level of that item, the total cost will simply be equal to Base cost. Note that a player cannot soulfuse with anything that is 100+ [[level]]s above their own.&lt;br /&gt;
&lt;br /&gt;
==Collectables==&lt;br /&gt;
These 27 items are figurines that are the rarest drop in the game (as a portion of [[#Artifacts|artifact]] drops). Collecting at least 21 different ones unlocks the [[Skills#Special_Skills|Orbital Friendship Cannon]] [[Skill]]. They can also be exchanged for bindings and high-grade [[materials]] at the [[Shrine]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Twilight Sparkle, the cutest, smartest, all-around best pony. According to Pinkie Pie, anyway.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Twilight Sparkle Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Rainbow Dash, flier extraordinaire. Owning this will make you about 20% cooler, but it probably took more than 10 seconds to get one.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rainbow Dash Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Applejack, the loyalest of friends and most dependable of ponies. Equestria&#039;s best applebucker, and founder of Appleholics Anonymous.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Applejack Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Fluttershy, resident animal caretaker. You&#039;re going to love her. Likes baby dragons; Hates grown up could-eat-a-pony-in-one-bite dragons.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Fluttershy Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Pinkie Pie, a celebrated connoisseur of cupcakes and confectioneries. She just wants to keep smiling forever.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Pinkie Pie Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Rarity, the mistress of fashion and elegance. Even though she&#039;s prim and proper, she could make it in a pillow fight.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rarity Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of The Great and Powerful Trixie. After losing her wagon, she now secretly lives in the Ponyville library with her girlfriend, Twilight Sparkle.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Trixie Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Princess Celestia, co-supreme ruler of Equestria. Bored of the daily squabble of the Royal Court, she has recently taken up sock swapping.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Princess Celestia Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Princess Luna, aka Nightmare Moon. After escaping her 1000 year banishment to the moon, she was grounded for stealing Celestia&#039;s socks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Princess Luna Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Apple Bloom, Applejack&#039;s little sister. Comes complete with a &amp;quot;Draw Your Own Cutie Mark&amp;quot; colored pencil and permanent tattoo applicator set.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Apple Bloom Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Scootaloo. Die-hard Dashie fanfilly, best pony of the Cutie Mark Crusaders, and inventor of the Wingboner Propulsion Drive. 1/64th chicken.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Scootaloo Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Sweetie Belle, Rarity&#039;s little sister. Comes complete with evening gown and cocktail dress accessories made of 100% Dumb Fabric.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sweetie Belle Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Big Macintosh, Applejack&#039;s older brother. Famed applebucker and draft pony, and an expert in applied mathematics.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Big Macintosh Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Spitfire, team leader of the Wonderbolts. Dashie&#039;s idol and occasional shipping partner. Doesn&#039;t actually spit fire.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Spitfire Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Derpy Hooves, Ponyville&#039;s leading mailmare. Outspoken proponent of economic stimulus through excessive muffin consumption.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Derpy Hooves Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Lyra Heartstrings. Features twenty-six points of articulation, replaceable pegasus hoofs, and a detachable unicorn horn.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Lyra Heartstrings Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Octavia. Famous cello musician; believed to have created the Octatonic scale, the Octahedron, and the Octopus.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Octavia Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of [http://mlp.wikia.com/wiki/Zecora Zecora], a mysterious zebra from a distant land. She&#039;ll never hesitate to mix her brews or lend you a hand. Err, hoof.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Zecora Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Cheerilee, Ponyville&#039;s most beloved educational institution. Your teachers will never be as cool as Cheerilee.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Cheerilee Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale bobblehead figurine of Vinyl Scratch, the original DJ P0n-3. Octavia&#039;s musical rival and wub wub wub interest.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Vinyl Scratch Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Daring Do, the thrill-seeking, action-taking mare starring numerous best-selling books. Dashie&#039;s recolor and favorite literary character.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Daring Do Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Dr. Whooves. Not a medical doctor. Once got into a hoof fight with Applejack over a derogatory remark about apples.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Doctor Whooves Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Berry Punch. Overly protective parent pony and Ponyville&#039;s resident lush. It smells faintly of fruit wine.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Berry Punch Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Bon-Bon. Usually seen in the company of Lyra. Suffers from various throat ailments that make her sound different every time you see her.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bon-Bon Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale fluffy figurine of Fluffle Puff. Best Bed Forever. &amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Fluffle Puff Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A lifesize figurine of Angel Bunny, Fluttershy&#039;s faithful yet easily vexed pet and life partner. All-purpose assistant, time keeper, and personal attack alarm.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Angel Bunny Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A lifesize figurine of [http://mlp.wikia.com/wiki/Gummy Gummy], Pinkie Pie&#039;s faithful pet. Usually found lurking in your bathtub. While technically an alligator, he is still arguably the best pony.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Gummy Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Used to increase the [[Monster Stats|stats of monsters]] in the [[Monster Lab#Crystal List|Monster Lab]] and raise their [[morale]]. Have bonus drop rates in the [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
A set of 1k crystals of each type is usually referred by players as &amp;quot;Crystal pack&amp;quot;, even if this name is purely unofficial.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Used to maintain [[Monster_Lab#Food|custom monsters&#039; hunger]] in the [[Monster Lab]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhancements&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchantments==&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shards&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;shards&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Shards allow for temporary but powerful enchantments to [[Equipment Basics|equipment]] that last for 1 hour (real-time). Multiple shards can be used to extend the time their effects last. Voidseeker, Aether, and Amnesia Shard drops only occur on Hard or higher [[difficulty]]. These effects are automatically removed if the affected equipment is sold to the [[Bazaar]].&lt;br /&gt;
&lt;br /&gt;
See [[The_Forge#Enchant|The Forge - Enchant]] for the list of shards and their effects.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Materials allow for permanent upgrade to [[Equipment Basics|equipment]] stats. It can primarily be obtained through [[gifts]] from monsters or [[salvage|salvaging]]. The amount/type of materials required depends on the specific stats of the equipment. &lt;br /&gt;
&lt;br /&gt;
See [[The_Forge#Materials|The Forge - Materials]] for the list of materials and their effects.&lt;br /&gt;
&lt;br /&gt;
==[[Loot Drop Rolls|Drop Rates]]==&lt;br /&gt;
The base drop rate for ALL items is 10% per monster kill but this is segmented into every type including [[Equipment Basics|equipment]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Bazaar#Item_Shop|Item Shop]]&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Equipment Basics|equipment]]&lt;br /&gt;
*[[Obsolete Items]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Tower&amp;diff=56760</id>
		<title>The Tower</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Tower&amp;diff=56760"/>
		<updated>2022-06-22T00:13:17Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The Tower.png|thumb|The Tower Interface.]]&lt;br /&gt;
The Tower is an [[Isekai]] only [[Battles#Battle_Modes|battle mode]].&lt;br /&gt;
==Details==&lt;br /&gt;
*The Tower is the basis of the Isekai ranking mechanism. The Tower has an effectively unlimited amount of Floors, and the Player is tasked with clearing increasingly difficult Floors to achieve higher rank.&lt;br /&gt;
&lt;br /&gt;
*Each Floor has an increasing number of battle rounds, starting at 20 and increasing by 2 each Floor, capping at 100 rounds starting from Floor 41. Monster levels are tied to the Floor number x 10, and can go beyond or be below the Players level.&lt;br /&gt;
* The [[HentaiVerse_Settings#Challenge_Level|difficulty level]] is determined by the Floor and not the Players [[HentaiVerse_Settings|Settings]].&lt;br /&gt;
** The difficulty starts at normal and increases until PFUDOR at Floor 40. At Floor 41 the difficulty will start scaling past PDUFOR; which adds a base 5% monster damage and 5% HP at each additional Floor.&lt;br /&gt;
** There is a 2%? monster damage bonus per round.&lt;br /&gt;
*The Player may attempt and clear the Tower 5 times per day until Floor 20, after which only one Floor may be cleared per day with, and only three attempts per day. Successfully completing a Floor will prevent attempting the Tower again until the following day. During [[Isekai#Isekai_Season|Last Spurt]], the Player may clear two Floors per day.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; Defeat or fleeing count towards the daily attempt cap.&lt;br /&gt;
*The Players rank will appear on the Tower Battle mode screen, but will show as unranked until Floor 5 has been reached.&lt;br /&gt;
==Ranking==&lt;br /&gt;
Ranking is based on the Floor level the player has cleared compared to other Players.&lt;br /&gt;
*If multiple people are on the same Floor, they will share the same rank, but people on lower Floors will still have their ranks offset by the number sharing.&lt;br /&gt;
**&#039;&#039;Example: if the top 2 people share a Floor, they will both be rank 1, but the next highest will be rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*Each Floor clear grants a guaranteed piece of [[equipment]], corresponding to a tier 1-7 [[Items#Trophies|trophy]]. The trophy reward corresponds to the difficulty.&lt;br /&gt;
*Each Floor clear grants 10 [[Items#Soul_Fragments|Soul Fragments]].&lt;br /&gt;
*Each Floor reached adds 20% to the Isekai [[Experience Points|EXP]] bonus (which starts at 0%), though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
*At the end of the season, each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent; this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the next Isekai season, approximately 6 months. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Floor&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Equipment Tier Reward&lt;br /&gt;
|-&lt;br /&gt;
|1-6&lt;br /&gt;
|Normal&lt;br /&gt;
| Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|7-13&lt;br /&gt;
|Hard&lt;br /&gt;
|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|14-19&lt;br /&gt;
|Nightmare&lt;br /&gt;
|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|20-26&lt;br /&gt;
|Hell&lt;br /&gt;
| Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|27-33&lt;br /&gt;
|Nintendo&lt;br /&gt;
|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
| IWBTH&lt;br /&gt;
|Tier 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
|PFUDOR&lt;br /&gt;
|Tier 7&lt;br /&gt;
|-&lt;br /&gt;
|41+&lt;br /&gt;
|PFUDOR+&lt;br /&gt;
|Tier 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=56759</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=56759"/>
		<updated>2022-06-22T00:07:40Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse. Unlike the main mode (Persistent) which lasts indefinitely, Isekai lasts for half a year before resetting.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Isekai runs in half-year seasons, starting on Longest Night (the Winter Solstice) and ending on Longest Day (the Summer Solstice), and vice versa. A notable exception is Season 1, which began on Jan 9th 2021.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
&lt;br /&gt;
*From the start of each season until the end of that month, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
&lt;br /&gt;
*During the last month of the season, Isekai will enter the &amp;quot;Last Spurt&amp;quot; mode. While in this mode, the Player can make two attempts at [[The Tower]] per day, increased from one. Adding attachments to [[MoogleMail]] is disabled during last spurt, detaching items sent before last spurt is still enabled.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the Players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual Credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any Soulbound [[equipment]], [[Items#Trophies|Peerless Vouchers]], and all Peerless [[equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Any Peerless equipment that is not soulbound will be soulfused to the Player in the process, and all upgrades and [[Item World#Item Potency|potencies]] will be lost.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached.&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100, or Top 20 if less than 20 people reach Floor 100, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent, this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the current season, approximately 6 months.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
*Forge upgrades do not require bindings.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special events like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Item Bot]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[Item World]] potency gain is higher. Nightmare and up has three times the gain compared to Persistent, while Normal and Hard have the same gain as Nightmare.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor reached, though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=56758</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=56758"/>
		<updated>2022-06-22T00:06:52Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Miscellaneous */ We now go by floor reached, not floor cleared&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse. Unlike the main mode (Persistent) which lasts indefinitely, Isekai lasts for half a year before resetting.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Isekai runs in half-year seasons, starting on Longest Night (the Winter Solstice) and ending on Longest Day (the Summer Solstice), and vice versa. A notable exception is Season 1, which began on Jan 9th 2021.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
&lt;br /&gt;
*From the start of each season until the end of that month, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
&lt;br /&gt;
*During the last month of the season, Isekai will enter the &amp;quot;Last Spurt&amp;quot; mode. While in this mode, the Player can make two attempts at [[The Tower]] per day, increased from one. Adding attachments to [[MoogleMail]] is disabled during last spurt, detaching items sent before last spurt is still enabled.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the Players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual Credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any Soulbound [[equipment]], [[Items#Trophies|Peerless Vouchers]], and all Peerless [[equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Any Peerless equipment that is not soulbound will be soulfused to the Player in the process, and all upgrades and [[Item World#Item Potency|potencies]] will be lost.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached.&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100, or Top 20 if less than 20 people reach Floor 100, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached will grant a temporary 0.1% damage bonus in Persistent, this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the current season, approximately 6 months.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
*Forge upgrades do not require bindings.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special events like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Item Bot]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[Item World]] potency gain is higher. Nightmare and up has three times the gain compared to Persistent, while Normal and Hard have the same gain as Nightmare.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor reached, though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Tower&amp;diff=56757</id>
		<title>The Tower</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Tower&amp;diff=56757"/>
		<updated>2022-06-22T00:06:03Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Rewards */ Added exp bonus. Do we list damage bonus too?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The Tower.png|thumb|The Tower Interface.]]&lt;br /&gt;
The Tower is an [[Isekai]] only [[Battles#Battle_Modes|battle mode]].&lt;br /&gt;
==Details==&lt;br /&gt;
*The Tower is the basis of the Isekai ranking mechanism. The Tower has an effectively unlimited amount of Floors, and the Player is tasked with clearing increasingly difficult Floors to achieve higher rank.&lt;br /&gt;
&lt;br /&gt;
*Each Floor has an increasing number of battle rounds, starting at 20 and increasing by 2 each Floor, capping at 100 rounds starting from Floor 41. Monster levels are tied to the Floor number x 10, and can go beyond or be below the Players level.&lt;br /&gt;
* The [[HentaiVerse_Settings#Challenge_Level|difficulty level]] is determined by the Floor and not the Players [[HentaiVerse_Settings|Settings]].&lt;br /&gt;
** The difficulty starts at normal and increases until PFUDOR at Floor 40. At Floor 41 the difficulty will start scaling past PDUFOR; which adds a base 5% monster damage and 5% HP at each additional Floor.&lt;br /&gt;
** There is a 2%? monster damage bonus per round.&lt;br /&gt;
*The Player may attempt and clear the Tower 5 times per day until Floor 20, after which only one Floor may be cleared per day with, and only three attempts per day. Successfully completing a Floor will prevent attempting the Tower again until the following day. During [[Isekai#Isekai_Season|Last Spurt]], the Player may clear two Floors per day.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; Defeat or fleeing count towards the daily attempt cap.&lt;br /&gt;
*The Players rank will appear on the Tower Battle mode screen, but will show as unranked until Floor 5 has been reached.&lt;br /&gt;
==Ranking==&lt;br /&gt;
Ranking is based on the Floor level the player has cleared compared to other Players.&lt;br /&gt;
*If multiple people are on the same Floor, they will share the same rank, but people on lower Floors will still have their ranks offset by the number sharing.&lt;br /&gt;
**&#039;&#039;Example: if the top 2 people share a Floor, they will both be rank 1, but the next highest will be rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*Each Floor clear grants a guaranteed piece of [[equipment]], corresponding to a tier 1-7 [[Items#Trophies|trophy]]. The trophy reward corresponds to the difficulty.&lt;br /&gt;
*Each Floor clear grants 10 [[Items#Soul_Fragments|Soul Fragments]].&lt;br /&gt;
*Each Floor reached adds 20% to the Isekai [[Experience Points|EXP]] bonus (which starts at 0%), though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Floor&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Equipment Tier Reward&lt;br /&gt;
|-&lt;br /&gt;
|1-6&lt;br /&gt;
|Normal&lt;br /&gt;
| Tier 1&lt;br /&gt;
|-&lt;br /&gt;
|7-13&lt;br /&gt;
|Hard&lt;br /&gt;
|Tier 2&lt;br /&gt;
|-&lt;br /&gt;
|14-19&lt;br /&gt;
|Nightmare&lt;br /&gt;
|Tier 3&lt;br /&gt;
|-&lt;br /&gt;
|20-26&lt;br /&gt;
|Hell&lt;br /&gt;
| Tier 4&lt;br /&gt;
|-&lt;br /&gt;
|27-33&lt;br /&gt;
|Nintendo&lt;br /&gt;
|Tier 5&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
| IWBTH&lt;br /&gt;
|Tier 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
|PFUDOR&lt;br /&gt;
|Tier 7&lt;br /&gt;
|-&lt;br /&gt;
|41+&lt;br /&gt;
|PFUDOR+&lt;br /&gt;
|Tier 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Item_World&amp;diff=56728</id>
		<title>Item World</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Item_World&amp;diff=56728"/>
		<updated>2022-06-16T18:59:55Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* EXP */ 1.2x is EXP cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://hentaiverse.org/?s=Battle&amp;amp;ss=iw Item World] (also known as IW) is one of the [[battle modes]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
Item World is a multi-round battle that places players against common foes in order to get a PXP (Potency Experience) to any &#039;&#039;not equipped&#039;&#039; [[Equipment Basics|equipment]] with [[credits]] penalty.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
*Rounds: 10 - 100 ([[#Rounds|see below]]).&lt;br /&gt;
*Monsters: Random amount per round but tends to rise as the round counter increases.&lt;br /&gt;
*[[Difficulty]]: Monster damage starts at 100% base and increases by 2%&amp;lt;span style=&amp;quot;display:inline-block;transform:translateY(-2px);&amp;quot;&amp;gt;[[File:Question.png|Missing Data|link=Missing Data]]&amp;lt;/span&amp;gt; per round. &lt;br /&gt;
*[[Credits]] Bonus (Penalty): 1/4x.&lt;br /&gt;
*[[EXP]] Bonus: 1x - 1.2x ([[#EXP|see below]]).&lt;br /&gt;
*[[Stamina]]: Consumed entirely upfront rather than per round.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*Gives a certain amount of PXP (Potency Experience) towards increasing the potency of the [[Equipment Basics|equipment]].&lt;br /&gt;
&lt;br /&gt;
==Item Potency==&lt;br /&gt;
===Potency Experience===&lt;br /&gt;
[[File:PXP.png|200px|thumb|right|Player got 176 PXP and unlocked new potency.]]&lt;br /&gt;
Clearing an Item World earns PXP (Potency Experience). When equipment has enough PXP, its Potency Level (Tier) will increase by 1 and equipment will got certain improvements, named Potency, which will increase innate equipment&#039;s stats or provide brand new. &lt;br /&gt;
&lt;br /&gt;
All equipment starts at Potency Level (Tier) 0, and can be leveled up to Potency Level (Tier) 10. At Level 10 an equipment piece ceases to gain PXP and no longer shows up in the Item World.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fleeing]] or being defeated in an Item World does not grant any PXP; only clearing all rounds grants PXP for the item&#039;&#039;&#039;. As well players cannot gain any PXP if they are at &amp;quot;exhausted&amp;quot; [[stamina]].&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required for the next Potency Level (Tier) is displayed next to the equipment&#039;s &amp;quot;Potency Tier:&amp;quot; text string and increases as the item gains new level. Formula for exact amount of PXP player will gain upon completing Item world is:&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;PXP gain&#039;&#039;&#039; = roundup(Item round count * [[difficulty|PXP modifier]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
![[Difficulty]]&lt;br /&gt;
!PXP modifier for &amp;lt;br&amp;gt; un-soulfused equipment&lt;br /&gt;
!PXP modifier for &amp;lt;br&amp;gt; soulfused equipment&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Normal || x2 || x4&lt;br /&gt;
|-&lt;br /&gt;
|Hard || x2 || x4&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare || x4 || x8&lt;br /&gt;
|-&lt;br /&gt;
|Hell || x7 || x14&lt;br /&gt;
|-&lt;br /&gt;
|Nintendo || x10 || x20&lt;br /&gt;
|-&lt;br /&gt;
|IWBTH || x15 || x30&lt;br /&gt;
|-&lt;br /&gt;
|PFUDOR || x20 || x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Potencies===&lt;br /&gt;
Potencies unlocked when equipment earns enough PXP (Potency Experience) for clearing Item World battle mode. They may increase current equipment&#039;s stats, or provide absolutely new. These additional stats &#039;&#039;&#039;cannot&#039;&#039;&#039; be further upgraded in the [[forge]]. Potency Level (Tier) will increase by 1 as well.&lt;br /&gt;
&lt;br /&gt;
One equipment may have &#039;&#039;&#039;only three different&#039;&#039;&#039; potencies, maximum level of a single potency may be five. Elemental strikes on weapons ignore this cap.&lt;br /&gt;
&lt;br /&gt;
Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance when you have one, 75% when you have two). &lt;br /&gt;
&lt;br /&gt;
[[File:Potency2.png|thumb|right|Example of Level 4 Equipment with three potencies: Swift Strike Lv.1, Fatality Lv.2, Overpower Lv.1.]]&lt;br /&gt;
Player can get any potency to any equipment, with few exceptions:&lt;br /&gt;
* Staff with &amp;quot;of focus&amp;quot; [[suffix]] cannot get Economizer potency.&lt;br /&gt;
* Any armor with a mitigation prefix (Ruby, Cobalt, Amber, Jade, Zircon, Onyx) cannot gain the elemental mitigation (&#039;-proof&#039;) potency that matches its prefix. (e.g. Ruby cannot gain Fireproof.)&lt;br /&gt;
&lt;br /&gt;
Gained Potencies can be reset by [[The_Forge#Reforging|reforging]] in the [[forge]]. This requires [[The_Forge#Shards|Amnesia Shards]] equal to the equipment&#039;s Item Potency level. Players can only keep all the existing potencies or forfeit all of them. Amount of required shards to reforging may be decreased via Dark Descent [[Hath Perk]].&lt;br /&gt;
[[File:Potency1.png|thumb|right|Example of Renamed Level 10 Equipment with two potencies: Coldproof Lv.5 and Windproof Lv.5.]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Class&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Potency modified&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Boost&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Weapon]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Shield]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
!Melee !! Staff&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Coldproof || Cold || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Darkproof || Dark || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elecproof || Elec || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fireproof || Fire || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Holyproof || Holy || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Windproof || Wind || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
|Capacitor || Bonus MP || 2.00% || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Juggernaut || Bonus HP || 2.00% || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Butcher || Bonus Weapon Damage || ~2.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Fatality || Attack Crit Damage || 2.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Overpower || Counter-Parry || 4.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Swift Strike || [[Action Speed|Attack Speed]] || 1.92% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Annihilator || Spell Crit Damage || 2.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Archmage || Bonus Magic Damage || ~2.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Economizer || Mana Conservation || 5.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Penetrator || Counter-Resist || 4.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Spellweaver || [[Action Speed|Casting Speed]] || 1.4675% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Level 10 Only===&lt;br /&gt;
[[File:WeaponLevel10.png|thumb|right|Player get Potency Level 10 on his weapon and got Cold Strike Potency. Also note, that this weapon attack twice, thanks to Void Stike + Cold Strike.]]&lt;br /&gt;
At Potency Level (Tier) 10 a [[weapon]] will always get a special potency based on what kind of weapon it is.&lt;br /&gt;
&lt;br /&gt;
Weapons with ethereal [[prefix]] will get a random &#039;&#039;&#039;Elemental Strike&#039;&#039;&#039; potency from the chart below.&lt;br /&gt;
*Weapons with Elemental Strike potency will attack twice in a single turn.&lt;br /&gt;
*This does not turn a weapon into a true [[Detailed Equip Characteristics#Weapons|Elemental Weapon]] (as a true elemental weapon also has Elemental Damage Bonus to boost [[spell]] damage).&lt;br /&gt;
&lt;br /&gt;
All other weapons will get &#039;&#039;&#039;Hollowforged&#039;&#039;&#039; potency which converts its damage type from Crushing/Slashing/Piercing to Void.&lt;br /&gt;
*Weapons with Hollowforged potency will attack twice in a single turn.&lt;br /&gt;
*This does not turn a weapon into a true [[Detailed Equip Characteristics#Weapons|Ethereal Weapon]] (it still has [[burden]]/[[interference]]).&lt;br /&gt;
&lt;br /&gt;
Level 10 weapon has two different strikes and this means this weapon will do &#039;&#039;&#039;two different attack&#039;&#039;&#039; on a single enemy during one turn.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Name&lt;br /&gt;
!Addition&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Elemental&amp;lt;br&amp;gt;Strike&lt;br /&gt;
|-&lt;br /&gt;
|Cold Strike || Adds Cold damage&lt;br /&gt;
|-&lt;br /&gt;
|Dark Strike || Adds Dark damage&lt;br /&gt;
|-&lt;br /&gt;
|Elec Strike || Adds Elec damage&lt;br /&gt;
|-&lt;br /&gt;
|Fire Strike || Adds Fire damage&lt;br /&gt;
|-&lt;br /&gt;
|Holy Strike || Adds Holy damage&lt;br /&gt;
|-&lt;br /&gt;
|Wind Strike || Adds Wind damage&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| Special || Hollowforged || Damage Type converts to [[Void]], adds Void Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
At Level 10 an equipment piece may be renamed freely. Player can rename their equipment by visiting [http://hentaiverse.org/?s=Forge&amp;amp;ss=up upgrade] page in [[Forge]] tab. &lt;br /&gt;
&lt;br /&gt;
Restrictions and rules are:&lt;br /&gt;
*50 characters maximum allowed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
*Player can remove a custom name by renaming to blank or the same as the original name. &lt;br /&gt;
*Attaching equipment to a MoogleMail will automatically remove the custom name.&lt;br /&gt;
&lt;br /&gt;
===Formula for PXP===&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;PXP(x) = PXP(1) * (1 + PXP(1)/1000)^(x-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that PXP(x) is the amount of PXP required to advance from level (x-1) to level x.&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required to advance from level 0 to level n 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;Total PXP needed = 1000*((1+PXP(1)/1000)^n - 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rounds==&lt;br /&gt;
An Item World has rounds based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|quality]]. It can be approximated by:&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;Number of Item World Rounds&#039;&#039;&#039; = 75 * ((PXP0 - 100) / 250)^3&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Player can find PXP0 near &amp;quot;Potency Tier:0&amp;quot; text string (only available before equipment got any potency).&lt;br /&gt;
&lt;br /&gt;
==EXP==&lt;br /&gt;
The strength of the monsters and [[EXP]] gains depend on the [[Detailed_Equip_Characteristics#Quality|quality]] of the item. Mostly, higher-quality equipment have significantly harder mobs than a low-quality one. Gained Experience points can be approximated by:&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;EXP Gains in IW&#039;&#039;&#039; = Non-IW_EXP * (PXP0 - 100) * 0.004&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Player can find PXP0 near &amp;quot;Potency Tier:0&amp;quot; text string (only available before equipment got any Potency).&lt;br /&gt;
*Non-IW_EXP means a regular basic experience player usually from killing monsters.&lt;br /&gt;
*EXP Gains in IW are capped at 1.2x Non-IW EXP, even when PXP0 &amp;gt; 400.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Battles]] - Information about how battles operate.&lt;br /&gt;
*[[Riddlemaster]] - May happens before any rounds.&lt;br /&gt;
*[[Upgrade]] - Another method to acquire Potency Experience.&lt;br /&gt;
*[[Reforge]] - Removes already earned Potencies.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Battles&amp;diff=56727</id>
		<title>Battles</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Battles&amp;diff=56727"/>
		<updated>2022-06-16T18:57:14Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Battle Modes */ Edited to be consistent with other pages, but I&amp;#039;m only confident on the 1.2x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battles in the [[HentaiVerse]] are where players can fight against [[Monster Lab|monsters]] in order to gain [[Experience]], [[Proficiency]], [[Items]], [[Equipment]], and [[Credits]].&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
*Battles are initiated by the player entering one of the [[#Battle Modes|battle modes]] manually or via [[Random Encounter]]s while browsing the E-Hentai [[galleries]].&lt;br /&gt;
*Each battle will spawn up to 10 [[Monster Lab|monsters]] to fight. In [[Random Encounter]]s low-levelled players will face fewer monsters.&lt;br /&gt;
*The player always acts first.&lt;br /&gt;
*The [[difficulty]] setting may be adjusted at any time outside of battle.&lt;br /&gt;
*The player may [[#Fleeing|flee]] from battle to prevent defeat.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
*A &amp;quot;turn&amp;quot; refers to a single action taken by the player (attacking, using [[spell]]s, using [[item]]s, etc.).&lt;br /&gt;
*A &amp;quot;round&amp;quot; refers to a fight with monsters that ends once they are [[#Victory|defeated]] (or the player [[#Fleeing|flees]]/[[#Losing|dies]]).&lt;br /&gt;
*A &amp;quot;battle series&amp;quot; refers to a set of rounds that last until completed (or the player [[#Fleeing|flees]]/[[#Losing|dies]]).&lt;br /&gt;
**e.g. The &amp;quot;First Blood&amp;quot; [[Arena]] challenge is a battle series with 5 rounds. [[Random Encounter]]s and [[Ring of Blood]] challenges consist of only 1 round.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
When it is the player&#039;s turn they may choose from 7 different actions:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Action&lt;br /&gt;
! Description&lt;br /&gt;
! Hotkey&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:attack_n.png]] | [[File:attack_s.png]]&lt;br /&gt;
| Basic physical attack, applies the physical attack stats against the target&#039;s physical defense stats.&lt;br /&gt;
| {{Keypress|Q}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:magic_n.png]]&amp;lt;br&amp;gt;[[File:magic_s.png]]&lt;br /&gt;
| [[File:sbsel_skills_s.png]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Prompts the player to select a [[skill]] / [[spell]] to use.&lt;br /&gt;
*Pressing the hotkey {{Keypress|R}} will recast the previously used spell/skill on the previously selected target (or on the player if a [[Spells#Supportive_Magic|supportive]]/[[Spells#Curative_Magic|curative]] spell was cast).&lt;br /&gt;
**If the previous target is dead it will open the Skillbook menu and select the previously used spell/skill, but not cast it.&lt;br /&gt;
**Recast works even if the player performs other actions in between.&lt;br /&gt;
**If no spell/skill has been cast at all during the round hitting {{Keypress|R}} will have same effect as selecting Skillbook.&lt;br /&gt;
*Any [[skill]]/[[spell]] on cooldown will have its name and [[HentaiVerse_Settings#Quickbar_Slots|quickcast]] icon grayed/faded out.&lt;br /&gt;
Players can put spells/skills they constantly use in one of the [[HentaiVerse_Settings#Quickbar_Slots|quick-cast slots]]. Spells/skills can be selected via clicking and can be selected using the hotkeys {{Keypress|Alt}} + {{Keypress|1}} through {{Keypress|Alt}} + {{Keypress|0}} (corresponding to the quickslot placement). These slots are linked to the player&#039;s [[Persona]] and will be blank when switching to a new persona for the first time.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{Keypress|W}}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sbsel_spells_s.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:items_n.png]] | [[File:items_s.png]]&lt;br /&gt;
| Prompts the player to use one of their [[Battle Items]]. To use that action, players must [http://hentaiverse.org/?s=Character&amp;amp;ss=it move] items from their [[Character Menu#Items|Inventory]] to one of the Battle Item slot beforehand. By default every player has five Battle Items slots; this amount may be increased via [[Training]]. Using [[items]] is a free action; monsters cannot attack for that turn. Items have various cooldowns once consumed.&lt;br /&gt;
| {{Keypress|E}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:spirit_n.png]] | [[File:spirit_a.png]]&lt;br /&gt;
| Toggles [[Spirit Stance]]. Can be toggled once a player has at least 50 units of [[Overcharge]] and consumes one SP and 10% Overcharge per round.&lt;br /&gt;
*&#039;&#039;&#039;On the current turn&#039;&#039;&#039;: &lt;br /&gt;
**Physical damage is boosted by +100%.&lt;br /&gt;
**Mana cost is reduced by 25%.&lt;br /&gt;
*&#039;&#039;&#039;On the following turn&#039;&#039;&#039;:&lt;br /&gt;
**Same as above, until the player runs out of Overcharge or toggles off Spirit Stance.&lt;br /&gt;
| {{Keypress|S}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:defend_n.png]] | [[File:defend_a.png]]&lt;br /&gt;
| Use Defend command. Has no cooldown.&lt;br /&gt;
*&#039;&#039;&#039;On the current turn&#039;&#039;&#039;:&lt;br /&gt;
**Physical and magical mitigations are boosted by +25%.&lt;br /&gt;
**10% [[Overcharge]] is consumed to recover 10% base health (requires 10%+ overcharge).&lt;br /&gt;
*&#039;&#039;&#039;On the following turn&#039;&#039;&#039;:&lt;br /&gt;
**Physical and magical mitigations are boosted by +25%.&lt;br /&gt;
| {{Keypress|D}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:focus_n.png]] | [[File:focus_a.png]]&lt;br /&gt;
| Use Focus command. Has no cooldown.&lt;br /&gt;
*&#039;&#039;&#039;On the current turn&#039;&#039;&#039;:&lt;br /&gt;
**Evade, Block, Parry and Resist&amp;lt;sup&amp;gt;?&amp;lt;/sup&amp;gt; reduced to 0% (-100% penalty). Monsters can still miss.&lt;br /&gt;
**25% [[Overcharge]] is consumed to recover 5% base mana (requires 25%+ overcharge).&lt;br /&gt;
*&#039;&#039;&#039;On the following turn&#039;&#039;&#039;:&lt;br /&gt;
**Magic Hit Chance/Spell Hit Chance is boosted by 100%?.&lt;br /&gt;
**Counter-resist is boosted by 50%.&lt;br /&gt;
| {{Keypress|F}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After selecting and executing a command each living [[Monster Lab|monster]] may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities [[Action Speed|take longer to perform]] than others. In these cases some monsters may act a second time before the player can respond.&lt;br /&gt;
&lt;br /&gt;
==Targeting==&lt;br /&gt;
Enemies can be targeted by mouse clicking or &#039;&#039;&#039;keyboard&#039;s hotkeys {{Keypress|1}} through {{Keypress|0}}&#039;&#039;&#039; (either on the home row or number pad); {{Keypress|1}} corresponds to the [[File:mon_a.png]] through to {{Keypress|0}} for [[File:mon_i.png]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Criticals==&lt;br /&gt;
Physical and Magical attacks have a chance to perform a critical attack (crit) for both monsters and players, which deals bonus damage, as well as having a 100% chance to execute a [[weapon]]&#039;s or [[spell]]&#039;s innate procs. Does not affect procs granted by equipment [[suffixes]] or [[fighting style]].&lt;br /&gt;
&lt;br /&gt;
Critical hits have the following properties:&lt;br /&gt;
*Player&#039;s damage (physical &amp;amp; magical) is boosted by +50%. This extra damage may be increased further by:&lt;br /&gt;
**&#039;&#039;&#039;Physical&#039;&#039;&#039;:&lt;br /&gt;
***Using the [[Spells#Supportive|Heartseeker]] spell.&lt;br /&gt;
***Using [[equipment]] with &amp;quot;Savage&amp;quot; [[prefix]] or &amp;quot;Fatality&amp;quot; [[potency#Potencies|potency]]&lt;br /&gt;
**&#039;&#039;&#039;Magical&#039;&#039;&#039;:&lt;br /&gt;
***Using the [[Spells#Supportive|Arcane Focus]] spell.&lt;br /&gt;
***Using [[equipment]] with &amp;quot;Mystic&amp;quot; [[prefix]] or &amp;quot;Annihilator&amp;quot; [[potency#Potencies|potency]]&lt;br /&gt;
*The chance to deal critical attacks (&amp;quot;crit rate&amp;quot;) can be increased by:&lt;br /&gt;
**&#039;&#039;&#039;Physical&#039;&#039;&#039;:&lt;br /&gt;
***Using [[equipment]] which has innate bonuses to attack crit chance or specific [[suffixes]].&lt;br /&gt;
***Investing into STR and DEX [[PAB|primary attributes]].&lt;br /&gt;
***Using the ability [[ability#Dual-Wielding|DW Crit]] (Dual Wielding or Niten Ichiryu [[fighting style]]s only).&lt;br /&gt;
***Using the ability [[ability#Light_Armor|Light Crit]] (light armor only).&lt;br /&gt;
***[[File:Point.png]] Having [[Burden]] above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.&lt;br /&gt;
**&#039;&#039;&#039;Magical&#039;&#039;&#039;:&lt;br /&gt;
***Using [[equipment]] which has innate bonuses to magic crit chance or specific [[suffixes]].&lt;br /&gt;
***Investing into INT and WIS [[PAB|primary attributes]].&lt;br /&gt;
***Using the ability [[ability#Cloth_Armor|Cloth Spellcrit]] (cloth armor only).&lt;br /&gt;
***[[File:Point.png]] Having [[Interference]] above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.&lt;br /&gt;
&lt;br /&gt;
*Monsters have a base 20% crit damage bonus and crit rate, increased by their STR and DEX (for physical attacks) and WIS and INT (for magical attacks).&lt;br /&gt;
&lt;br /&gt;
==Day of the Week==&lt;br /&gt;
During each day of the week damage done by a [[damage type]] is temporarily increased (both for the player and for monsters). Mitigation for the element is reduced by 10 points except for Friday&#039;s which is 5.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Day&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|Sunday || Holy&lt;br /&gt;
|-&lt;br /&gt;
|Monday || Dark&lt;br /&gt;
|-&lt;br /&gt;
|Tuesday || Fire&lt;br /&gt;
|-&lt;br /&gt;
|Wednesday || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Thursday || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Friday || &#039;&#039;All (see note)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Saturday || Elec&lt;br /&gt;
|}&lt;br /&gt;
Note: Friday&#039;s &#039;all&#039; damage bonus includes Void damage, as well as Slashing, Crushing, Piercing, and all elements listed on the table.&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
Rounds end in these cases:&lt;br /&gt;
*Player win (victorious) - after which the player may enter the next round in the battle series, until the final round where they will be ejected from the battle upon victory.&lt;br /&gt;
*Player defeat (dies) - after which the player will be ejected from the battle series with armor durability loss.&lt;br /&gt;
*Player flees - after which the player will be ejected from battle series, and if successful will have no penalties. Players may still be killed, unless they have the Yakety Sax [[Hath Perks|Hath Perk]]&lt;br /&gt;
&lt;br /&gt;
===Victory===&lt;br /&gt;
[[File:battle-victor.png|200px|thumb|right|Player won current round.]]&lt;br /&gt;
Players are victorious when every spawned monster has been defeated (their health is reduced to 0).&lt;br /&gt;
&lt;br /&gt;
The player will be given a message to indicate their victory with the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;You are victories!&amp;lt;br&amp;gt;You Gain [Amount] EXP&amp;lt;br&amp;gt;Continue [Battle mode]&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Clicking on Continue [Battle mode] or pressing {{Keypress|Spacebar}} will move the player onto the next round.&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards for winning a round are:&lt;br /&gt;
*Specific amount of [[Experience Points]].&lt;br /&gt;
*Some [[credits]], [[items]] or [[equipment]] may be obtained as a drop from monsters.&lt;br /&gt;
Rewards for winning a battle series are:&lt;br /&gt;
*Specific amount of [[Potency]] Experience (PXP), as well new Potency for equipment (If Battle Mode was Item World).&lt;br /&gt;
*Specific amount of [[Credits]] (If Battle Mode was Arena, Ring of Blood or Grindfest).&lt;br /&gt;
*Some [[Equipment]] as a Clear Bonus (If Battle Mode was Arena, Ring of Blood, or The Tower).&lt;br /&gt;
*Chance to get [[Token]] of Blood or [[Token]] of Chaos (If Battle Mode was Arena or Ring of Blood).&lt;br /&gt;
*Chance to get 5 [[Soul Fragment| Soul Fragments]] (If Battle Mode was Random Encounter, and guaranteed at the end of each floor of The Tower).&lt;br /&gt;
*Any [[Items#Battle_Powerups|powerups]] held will be lost.&lt;br /&gt;
&lt;br /&gt;
Note: [[Stamina]] is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player&#039;s existing amount of stamina (player with [[stamina#Effect|great]] stamina will lose stamina at double the normal rate).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;losing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Dying&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;dying&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Losing===&lt;br /&gt;
[[File:battle-end.png|200px|thumb|right|Player lose current round.]]&lt;br /&gt;
The player will lose the current round when his HP is reduced to 0 and [[Spells#Supportive|Spark of Life]] does not proc.&lt;br /&gt;
&lt;br /&gt;
The player will be given a message to indicate their losing with next text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;You have been defeated!&amp;lt;br&amp;gt;&lt;br /&gt;
The [Battle mode] has ended&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Penalties for losing current rounds are:&lt;br /&gt;
*Any progress made in a round will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round.&lt;br /&gt;
**The player will keep any [[proficiency]] points gained during the round.&lt;br /&gt;
*The player will lose a set percentage of [[condition]] on all [[equipment]] currently worn (depends on player&#039;s level). The loss of durability can be reduced to half with the Repair Bear Mk.4 [[Hath Perk]].&lt;br /&gt;
*Any [[Items#Battle_Powerups|powerups]] held will be lost.&lt;br /&gt;
*[[Monster_Lab|User-created monsters]] (besides the player&#039;s own) will gain a &amp;quot;Battle Won&amp;quot; during the round in which the player was killed and a &amp;quot;Killing Blow&amp;quot; if they were the monster that dealt the final hit that defeated the player.&lt;br /&gt;
&lt;br /&gt;
===Fleeing===&lt;br /&gt;
[[File:battle-flee.png|200px|thumb|right|Player run away from current round.]]&lt;br /&gt;
At any time the player may flee from the current round and leave the battle behind.&amp;lt;br&amp;gt;&lt;br /&gt;
To escape from battle the player should open his [[File:magic_n.png]] and select &amp;quot;Flee&amp;quot; from [[File:sbsel_skills_s.png]] list.&lt;br /&gt;
&lt;br /&gt;
The player will be given a message to indicate that they have successfully fled:&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;You have run away!&amp;lt;br&amp;gt;&lt;br /&gt;
You escape from the [Battle mode]&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Penalties for fleeing current rounds are:&lt;br /&gt;
*Any progress made in a round will be lost. No [[credits]], [[EXP]], or drops are given for the incomplete round.&lt;br /&gt;
**The player will keep any [[proficiency]] points gained during the round.&lt;br /&gt;
*Any [[Items#Battle_Powerups|powerups]] held will be lost.&lt;br /&gt;
*[[Monster_Lab|User-created monsters]] (besides the player&#039;s own) will gain a &amp;quot;Battle Won&amp;quot; during the round in which the player was fled.&lt;br /&gt;
&lt;br /&gt;
Note: Leaving a battle takes one [[tick]] (roughly 1-2 monster turns); in that time monsters &#039;&#039;&#039;can&#039;&#039;&#039; kill the player. The Yakety Sax [[Hath Perk]] allows players to leave the battle immediately.&lt;br /&gt;
&lt;br /&gt;
==Recovering==&lt;br /&gt;
*While out of combat MP, SP and health are fully recovered instantaneously.&lt;br /&gt;
&lt;br /&gt;
==Battle Window==&lt;br /&gt;
[[Image:battle_window.png|200px|thumb|The Battle window.]]&lt;br /&gt;
&lt;br /&gt;
===Player Side===&lt;br /&gt;
*&#039;&#039;&#039;Status Effects&#039;&#039;&#039;: All of the effects (mostly from [[Spells#Supportive|supportive spells]] or [[items]]) currently on the player. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after [[HentaiVerse_Settings#Auto-cast_Slots|auto-cast spells]]. Effects due to expire in 1 turn will blink. Hovering the cursor over any icons provides information about the effect.&lt;br /&gt;
*&#039;&#039;&#039;Health Points&#039;&#039;&#039;: If this is reduced to 0 the player [[#Losing|loses]]. Health can be restored in battle via [[Items#Restoratives|restorative items]] or [[Spells#Curative|healing spells]]. Will turn silver if Spark of Life is active and has sufficient Spirit Points to proc. Will flash red at 35%.&lt;br /&gt;
*&#039;&#039;&#039;Mana Points&#039;&#039;&#039;: Used to cast [[spells]].&lt;br /&gt;
*&#039;&#039;&#039;Spirit Points&#039;&#039;&#039;: Used for [[Spirit Stance]] and as a cost to proc certain [[Spells#Supportive|supportive spells]].&lt;br /&gt;
*&#039;&#039;&#039;Overcharge Gauge&#039;&#039;&#039;: Used for [[Spirit Stance]], [[Defend]], [[Focus]] and [[Skills#Fighting_Skills|fighting skills]].&lt;br /&gt;
*&#039;&#039;&#039;[[HentaiVerse_Settings#Quickbar_Slots|Quick-cast Bar]]&#039;&#039;&#039;: Buttons for executing [[spells]] or [[skills]]; can be adjusted in the [[settings]] area.&lt;br /&gt;
&lt;br /&gt;
===Battle Log===&lt;br /&gt;
[[File:log.png|200px|thumb|right|Example of log and drops.]]&lt;br /&gt;
A log of all the events during the battle. Only shows the last 100 lines.&lt;br /&gt;
&lt;br /&gt;
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the [[Arena]]), and monsters&#039; spawn information.&lt;br /&gt;
&lt;br /&gt;
Monsters&#039; spawn information contains the following:&lt;br /&gt;
*&#039;&#039;&#039;MID&#039;&#039;&#039;: The monster&#039;s ID number. The monster&#039;s name is also listed in parentheses.&lt;br /&gt;
*&#039;&#039;&#039;LV&#039;&#039;&#039;: The monster&#039;s level.&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039;: The monster&#039;s starting health.&lt;br /&gt;
&lt;br /&gt;
====Log Colors For Drops====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Color&lt;br /&gt;
!Drops&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Equipment]], and [[The_Forge#Materials|materials]] from [[HentaiVerse_Settings#Auto-Sell_.2F_Auto-Salvage|Auto-Salvaging]] and [[Isekai]] drops&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A89000&amp;quot;&amp;gt;Gold&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Credits]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00B000&amp;quot;&amp;gt;Light Green&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Restoratives]], [[Scrolls]], [[Infusions]], [[Special Items]], and [[Shards]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#254117&amp;quot;&amp;gt;Dark Green&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Tokens]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#489EFF&amp;quot;&amp;gt;Cyan&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Food]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Artifacts]] and [[Collectables]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#461B7E&amp;quot;&amp;gt;Purple&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Trophies]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#BA05B4&amp;quot;&amp;gt;Magenta&amp;lt;/span&amp;gt;&#039;&#039;&#039; || [[Crystals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While [[Credit]] drops are shown in the log the player&#039;s amount will only update after the battle series has ended.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Monster Side===&lt;br /&gt;
Each monster has its own row with the following:&lt;br /&gt;
*&#039;&#039;&#039;Monster Letter&#039;&#039;&#039; [[Image:mon_a.png]]: Refers to the monster&#039;s position for targeting purposes.&lt;br /&gt;
*&#039;&#039;&#039;Monster Level&#039;&#039;&#039;: Equal to player&#039;s [[level]].&lt;br /&gt;
*&#039;&#039;&#039;Monster Color&#039;&#039;&#039;: Indicates the monster&#039;s class/rarity.&lt;br /&gt;
**&#039;&#039;&#039;No color&#039;&#039;&#039; = Ordinary (Common; all [[Monster Lab|player created monsters]] are of this class)&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color:#E6CCA3&amp;quot;&amp;gt;&#039;&#039;&#039;Orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Boss|Boss]]&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color:#DBA8A0&amp;quot;&amp;gt;&#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Legendaries|Schoolgirl]]&lt;br /&gt;
**&amp;lt;span style=&amp;quot;color:#A989A5&amp;quot;&amp;gt;&#039;&#039;&#039;Purple&#039;&#039;&#039;&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Gods|God]]&lt;br /&gt;
*&#039;&#039;&#039;[[Monster_Stats#Points|Monster HP]]&#039;&#039;&#039;: If reduced to 0 the monster is dead and can no longer take any action. If all monsters&#039; health are reduced to 0 the player is victorious in the battle round.&lt;br /&gt;
*&#039;&#039;&#039;[[Monster_Stats#Points|Monster MP]]&#039;&#039;&#039;: Monsters can potentially use their magic attacks when they have at least 50% mana.&lt;br /&gt;
*&#039;&#039;&#039;[[Monster_Stats#Points|Monster SP]]&#039;&#039;&#039;: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.&lt;br /&gt;
*&#039;&#039;&#039;Status Effects&#039;&#039;&#039;: The status effects (usually from [[Spells#Deprecating_Magic|deprecating spells]]) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.&lt;br /&gt;
**See [[Enemy Procs|here]] for a list of known &#039;&#039;beneficial&#039;&#039; status effects.&lt;br /&gt;
&lt;br /&gt;
===Spawning Pattern===&lt;br /&gt;
*[[Monster Lab|Custom Monsters]] are picked according to [[Monster_Lab#Monster_PL_vs._Player_Level|their Power Level vs. the player&#039;s level]].&lt;br /&gt;
*Any given [[Monster Lab|custom monster]] won&#039;t appear more than once every ten rounds (roughly).&lt;br /&gt;
*Monsters of the same class (species) will tend to appear together. It is not possible to face more than 4 different classes of monsters in a single round.&lt;br /&gt;
*Only 1 [[Monster Lab|custom monster]] per owner may spawn per round.&lt;br /&gt;
&lt;br /&gt;
==Battle Modes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!width=54px|# of rounds&lt;br /&gt;
!Drop Conditions&lt;br /&gt;
![[Difficulty|Monster damage multiplier]]&lt;br /&gt;
!width=84px|[[EXP]] Mod&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Random Encounter]] || 1 || &lt;br /&gt;
*Overall chance bonus&lt;br /&gt;
*[[Soul Fragment]] chance&lt;br /&gt;
*3x [[credits]]&lt;br /&gt;
|| Normal || 5x || Can be triggered once per 30 minutes, up to 24 times per day&lt;br /&gt;
|-&lt;br /&gt;
|[[Arena]] || 5 - 100 || Guaranteed [[equipment]] drop (Tier 1-8 [[trophy]]) || Higher [[challenge]]s have more high-class monsters || 1x - 3x ||&lt;br /&gt;
*Higher [[challenge]]s require clearing the previous ones&lt;br /&gt;
*[[Level]] requirements&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Blood]] || 1 || Guaranteed [[equipment]] drop || Only face [[HentaiVerse_Bestiary#Boss|boss-class]] or higher monsters ||rowspan=&amp;quot;2&amp;quot;| 1x ||&lt;br /&gt;
*Costs [[Items#Tokens|Tokens of Blood]] to enter&lt;br /&gt;
*[[Level]] requirements&lt;br /&gt;
|-&lt;br /&gt;
|[[Grindfest]] || 1,000 || ¼ [[credits]]. Additional chance to get [[crystal]] drops || 50%? to start, increases by .4%? each round || [[Crystal]] drop multiplier&lt;br /&gt;
|-&lt;br /&gt;
|[[Item World]] || 20 - 100 || ¼ [[credits]] || 100% to start, increases by 2%? each round || 1x - 1.2x || For increasing [[equipment]] [[potency]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Tower]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*Guaranteed [[equipment]] drop (Tier 1-7 [[trophy]])&lt;br /&gt;
*10 [[Soul Fragment|Soul Fragments]]&lt;br /&gt;
|100% to start, increases by 2%? each round&lt;br /&gt;
|1x&lt;br /&gt;
|For increasing rank in [[Isekai|Isekai Mode]]. Not available in persistent.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Crystals will not drop in Grindfest while in Isekai Mode.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Settings]] - Options for difficulty, the quick-cast bar, and auto-cast spells.&lt;br /&gt;
*[[Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Item_World&amp;diff=56726</id>
		<title>Item World</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Item_World&amp;diff=56726"/>
		<updated>2022-06-16T18:56:11Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* EXP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://hentaiverse.org/?s=Battle&amp;amp;ss=iw Item World] (also known as IW) is one of the [[battle modes]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
Item World is a multi-round battle that places players against common foes in order to get a PXP (Potency Experience) to any &#039;&#039;not equipped&#039;&#039; [[Equipment Basics|equipment]] with [[credits]] penalty.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
*Rounds: 10 - 100 ([[#Rounds|see below]]).&lt;br /&gt;
*Monsters: Random amount per round but tends to rise as the round counter increases.&lt;br /&gt;
*[[Difficulty]]: Monster damage starts at 100% base and increases by 2%&amp;lt;span style=&amp;quot;display:inline-block;transform:translateY(-2px);&amp;quot;&amp;gt;[[File:Question.png|Missing Data|link=Missing Data]]&amp;lt;/span&amp;gt; per round. &lt;br /&gt;
*[[Credits]] Bonus (Penalty): 1/4x.&lt;br /&gt;
*[[EXP]] Bonus: 1x - 1.2x ([[#EXP|see below]]).&lt;br /&gt;
*[[Stamina]]: Consumed entirely upfront rather than per round.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*Gives a certain amount of PXP (Potency Experience) towards increasing the potency of the [[Equipment Basics|equipment]].&lt;br /&gt;
&lt;br /&gt;
==Item Potency==&lt;br /&gt;
===Potency Experience===&lt;br /&gt;
[[File:PXP.png|200px|thumb|right|Player got 176 PXP and unlocked new potency.]]&lt;br /&gt;
Clearing an Item World earns PXP (Potency Experience). When equipment has enough PXP, its Potency Level (Tier) will increase by 1 and equipment will got certain improvements, named Potency, which will increase innate equipment&#039;s stats or provide brand new. &lt;br /&gt;
&lt;br /&gt;
All equipment starts at Potency Level (Tier) 0, and can be leveled up to Potency Level (Tier) 10. At Level 10 an equipment piece ceases to gain PXP and no longer shows up in the Item World.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fleeing]] or being defeated in an Item World does not grant any PXP; only clearing all rounds grants PXP for the item&#039;&#039;&#039;. As well players cannot gain any PXP if they are at &amp;quot;exhausted&amp;quot; [[stamina]].&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required for the next Potency Level (Tier) is displayed next to the equipment&#039;s &amp;quot;Potency Tier:&amp;quot; text string and increases as the item gains new level. Formula for exact amount of PXP player will gain upon completing Item world is:&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;PXP gain&#039;&#039;&#039; = roundup(Item round count * [[difficulty|PXP modifier]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
![[Difficulty]]&lt;br /&gt;
!PXP modifier for &amp;lt;br&amp;gt; un-soulfused equipment&lt;br /&gt;
!PXP modifier for &amp;lt;br&amp;gt; soulfused equipment&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Normal || x2 || x4&lt;br /&gt;
|-&lt;br /&gt;
|Hard || x2 || x4&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare || x4 || x8&lt;br /&gt;
|-&lt;br /&gt;
|Hell || x7 || x14&lt;br /&gt;
|-&lt;br /&gt;
|Nintendo || x10 || x20&lt;br /&gt;
|-&lt;br /&gt;
|IWBTH || x15 || x30&lt;br /&gt;
|-&lt;br /&gt;
|PFUDOR || x20 || x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Potencies===&lt;br /&gt;
Potencies unlocked when equipment earns enough PXP (Potency Experience) for clearing Item World battle mode. They may increase current equipment&#039;s stats, or provide absolutely new. These additional stats &#039;&#039;&#039;cannot&#039;&#039;&#039; be further upgraded in the [[forge]]. Potency Level (Tier) will increase by 1 as well.&lt;br /&gt;
&lt;br /&gt;
One equipment may have &#039;&#039;&#039;only three different&#039;&#039;&#039; potencies, maximum level of a single potency may be five. Elemental strikes on weapons ignore this cap.&lt;br /&gt;
&lt;br /&gt;
Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance when you have one, 75% when you have two). &lt;br /&gt;
&lt;br /&gt;
[[File:Potency2.png|thumb|right|Example of Level 4 Equipment with three potencies: Swift Strike Lv.1, Fatality Lv.2, Overpower Lv.1.]]&lt;br /&gt;
Player can get any potency to any equipment, with few exceptions:&lt;br /&gt;
* Staff with &amp;quot;of focus&amp;quot; [[suffix]] cannot get Economizer potency.&lt;br /&gt;
* Any armor with a mitigation prefix (Ruby, Cobalt, Amber, Jade, Zircon, Onyx) cannot gain the elemental mitigation (&#039;-proof&#039;) potency that matches its prefix. (e.g. Ruby cannot gain Fireproof.)&lt;br /&gt;
&lt;br /&gt;
Gained Potencies can be reset by [[The_Forge#Reforging|reforging]] in the [[forge]]. This requires [[The_Forge#Shards|Amnesia Shards]] equal to the equipment&#039;s Item Potency level. Players can only keep all the existing potencies or forfeit all of them. Amount of required shards to reforging may be decreased via Dark Descent [[Hath Perk]].&lt;br /&gt;
[[File:Potency1.png|thumb|right|Example of Renamed Level 10 Equipment with two potencies: Coldproof Lv.5 and Windproof Lv.5.]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Class&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Potency modified&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Boost&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Weapon]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Shield]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
!Melee !! Staff&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Coldproof || Cold || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Darkproof || Dark || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elecproof || Elec || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fireproof || Fire || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Holyproof || Holy || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Windproof || Wind || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
|Capacitor || Bonus MP || 2.00% || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Juggernaut || Bonus HP || 2.00% || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Butcher || Bonus Weapon Damage || ~2.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Fatality || Attack Crit Damage || 2.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Overpower || Counter-Parry || 4.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Swift Strike || [[Action Speed|Attack Speed]] || 1.92% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Annihilator || Spell Crit Damage || 2.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Archmage || Bonus Magic Damage || ~2.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Economizer || Mana Conservation || 5.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Penetrator || Counter-Resist || 4.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Spellweaver || [[Action Speed|Casting Speed]] || 1.4675% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Level 10 Only===&lt;br /&gt;
[[File:WeaponLevel10.png|thumb|right|Player get Potency Level 10 on his weapon and got Cold Strike Potency. Also note, that this weapon attack twice, thanks to Void Stike + Cold Strike.]]&lt;br /&gt;
At Potency Level (Tier) 10 a [[weapon]] will always get a special potency based on what kind of weapon it is.&lt;br /&gt;
&lt;br /&gt;
Weapons with ethereal [[prefix]] will get a random &#039;&#039;&#039;Elemental Strike&#039;&#039;&#039; potency from the chart below.&lt;br /&gt;
*Weapons with Elemental Strike potency will attack twice in a single turn.&lt;br /&gt;
*This does not turn a weapon into a true [[Detailed Equip Characteristics#Weapons|Elemental Weapon]] (as a true elemental weapon also has Elemental Damage Bonus to boost [[spell]] damage).&lt;br /&gt;
&lt;br /&gt;
All other weapons will get &#039;&#039;&#039;Hollowforged&#039;&#039;&#039; potency which converts its damage type from Crushing/Slashing/Piercing to Void.&lt;br /&gt;
*Weapons with Hollowforged potency will attack twice in a single turn.&lt;br /&gt;
*This does not turn a weapon into a true [[Detailed Equip Characteristics#Weapons|Ethereal Weapon]] (it still has [[burden]]/[[interference]]).&lt;br /&gt;
&lt;br /&gt;
Level 10 weapon has two different strikes and this means this weapon will do &#039;&#039;&#039;two different attack&#039;&#039;&#039; on a single enemy during one turn.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Name&lt;br /&gt;
!Addition&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Elemental&amp;lt;br&amp;gt;Strike&lt;br /&gt;
|-&lt;br /&gt;
|Cold Strike || Adds Cold damage&lt;br /&gt;
|-&lt;br /&gt;
|Dark Strike || Adds Dark damage&lt;br /&gt;
|-&lt;br /&gt;
|Elec Strike || Adds Elec damage&lt;br /&gt;
|-&lt;br /&gt;
|Fire Strike || Adds Fire damage&lt;br /&gt;
|-&lt;br /&gt;
|Holy Strike || Adds Holy damage&lt;br /&gt;
|-&lt;br /&gt;
|Wind Strike || Adds Wind damage&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| Special || Hollowforged || Damage Type converts to [[Void]], adds Void Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
At Level 10 an equipment piece may be renamed freely. Player can rename their equipment by visiting [http://hentaiverse.org/?s=Forge&amp;amp;ss=up upgrade] page in [[Forge]] tab. &lt;br /&gt;
&lt;br /&gt;
Restrictions and rules are:&lt;br /&gt;
*50 characters maximum allowed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
*Player can remove a custom name by renaming to blank or the same as the original name. &lt;br /&gt;
*Attaching equipment to a MoogleMail will automatically remove the custom name.&lt;br /&gt;
&lt;br /&gt;
===Formula for PXP===&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;PXP(x) = PXP(1) * (1 + PXP(1)/1000)^(x-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that PXP(x) is the amount of PXP required to advance from level (x-1) to level x.&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required to advance from level 0 to level n 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;Total PXP needed = 1000*((1+PXP(1)/1000)^n - 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rounds==&lt;br /&gt;
An Item World has rounds based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|quality]]. It can be approximated by:&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;Number of Item World Rounds&#039;&#039;&#039; = 75 * ((PXP0 - 100) / 250)^3&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Player can find PXP0 near &amp;quot;Potency Tier:0&amp;quot; text string (only available before equipment got any potency).&lt;br /&gt;
&lt;br /&gt;
==EXP==&lt;br /&gt;
The strength of the monsters and [[EXP]] gains depend on the [[Detailed_Equip_Characteristics#Quality|quality]] of the item. Mostly, higher-quality equipment have significantly harder mobs than a low-quality one. Gained Experience points can be approximated by:&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;EXP Gains in IW&#039;&#039;&#039; = Non-IW_EXP * (PXP0 - 100) * 0.004&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Player can find PXP0 near &amp;quot;Potency Tier:0&amp;quot; text string (only available before equipment got any Potency).&lt;br /&gt;
*Non-IW_EXP means a regular basic experience player usually from killing monsters.&lt;br /&gt;
*EXP Gains in IW are capped at x1.2, even when PXP0 &amp;gt; 400.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Battles]] - Information about how battles operate.&lt;br /&gt;
*[[Riddlemaster]] - May happens before any rounds.&lt;br /&gt;
*[[Upgrade]] - Another method to acquire Potency Experience.&lt;br /&gt;
*[[Reforge]] - Removes already earned Potencies.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=56725</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=56725"/>
		<updated>2022-06-16T15:17:39Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Material Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&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;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*At the beginning, most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be linearly increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0 &amp;lt; 313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0 &amp;gt; 348 at 6 mid. PXP0 is the Item World [[Item_World#Potency_Experience|Potency Experience]] required to go from potency tier 0 to potency tier 1.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent or higher || High-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&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;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=56724</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=56724"/>
		<updated>2022-06-16T13:12:27Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Material Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&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;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*At the beginning, most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be linearly increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0 &amp;lt; 313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0 &amp;gt; 348 at 6 mid. PXP0 is the Item World [[Item_World#Potency_Experience|Potency Experience]] required to go from potency tier 0 to potency tier 1 .&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent or higher || High-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&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;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=56723</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=56723"/>
		<updated>2022-06-16T12:57:55Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Material Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&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;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*At the beginning, most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be linearly increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0 &amp;lt; 313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0 &amp;gt; 348 at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent or higher || High-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&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;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=56722</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=56722"/>
		<updated>2022-06-16T11:00:04Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Material Costs */ Depends on PXP0 instead of quality tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&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;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*At the beginning, most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be linearly increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0&amp;lt;313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0&amp;gt;348 at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent or higher || High-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&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;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Equipment_Ranges&amp;diff=56548</id>
		<title>Equipment Ranges</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Equipment_Ranges&amp;diff=56548"/>
		<updated>2022-05-20T22:52:09Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Forge Coefficient */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a hub for &#039;&#039;&#039;Equipment Ranges&#039;&#039;&#039;. These are the minimum and maximum known base values for each equipment type at every [[Detailed_Equip_Characteristics#Quality|quality]].&lt;br /&gt;
&lt;br /&gt;
The tables are a work in progress; not every minimum and maximum value are truly known. However, the Legendary Max (Peerless quality) should be accurate for most stats.&lt;br /&gt;
&lt;br /&gt;
Pre-0.82 values should not be included.&lt;br /&gt;
&lt;br /&gt;
==Equip Range Tables==&lt;br /&gt;
The tables are extremely large, and have been split into these pages:&lt;br /&gt;
&lt;br /&gt;
*[[Equipment Ranges Weapons]] - Weapons &amp;amp; Shields&lt;br /&gt;
*[[Equipment Ranges Clothes]] - Cotton &amp;amp; Phase&lt;br /&gt;
*[[Equipment Ranges Light]] - Leather &amp;amp; Shade&lt;br /&gt;
*[[Equipment Ranges Heavy]] - Plate &amp;amp; Power&lt;br /&gt;
&lt;br /&gt;
==How to scale stats==&lt;br /&gt;
Transforming a base value to a scaled value (the final stat shown on an equipment piece) can be done using the formulas given on the [[Level Scaling]] and [[The Forge#Upgrade|Forge]] pages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These formulas may have very slight fluctuations compared to a real item - possibly due to some values being rounded or cut off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The formula is as follows:&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;Final Stat&#039;&#039;&#039; = ((baseValue - qualityBonus) * forgeCoeff + qualityBonus) * levelScalar&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, scaling the Elec EDB on a Shocking Willow of Destruction would look like this:&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 Value&#039;&#039;&#039;: 18.55&lt;br /&gt;
&#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: 0.871536&lt;br /&gt;
&#039;&#039;&#039;Forge Coefficient&#039;&#039;&#039;: 1.358351893845611&lt;br /&gt;
&#039;&#039;&#039;Level Scalar&#039;&#039;&#039;: 3.5&lt;br /&gt;
&lt;br /&gt;
((18.55 - 0.871536) * 1.358351893845611 + 0.871536) * 3.5 = 87.0978886913851&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In reality, a max forged PSWD displays 87.09, so it can be considered that HV simply cuts off the rest of the decimal places.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The baseValue is the value taken from the Equipment Ranges tables. The rest of the values used are determined as follows:&lt;br /&gt;
&lt;br /&gt;
===Quality Bonus===&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;qualityBonus&#039;&#039;&#039; = ((pxp0 - 100) / 25) * baseCoeff&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
pxp0 is the item&#039;s PXP at level 0 (these vary by item - for Peerless values, see [[Peerless PXP Table]]). The baseCoeff varies by stat (see [[Equipment Base Coefficients]]).&lt;br /&gt;
&lt;br /&gt;
As an example for the quality bonus on EDB for a Peerless staff:&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;((371 - 100) / 25) * 0.0804 = 0.871536&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Forge Coefficient===&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
forge_count is simply the level to which the stat has been forged (ie, up to 100 for ADB/MDB, or 50 for non-ADB/MDB stats.)&lt;br /&gt;
&lt;br /&gt;
As an example for level 50 EDB:&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;1 + 0.2 * ln(0.1 * 50 + 1) = 1.358351893845611&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Level Scalar===&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;levelScalar&#039;&#039;&#039; = (1 + Desired Level / Level Factor)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, to scale EDB to level 500 uses 500 as the Desired Level, and 200 as the Level Factor (see [[Level Scaling]] to see these listed by stat).&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;1 + 500 / 200 = 3.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Level Scaling]]&lt;br /&gt;
*[[The Forge#Upgrade|Forge Upgrades]]&lt;br /&gt;
*[[Peerless PXP Table]]&lt;br /&gt;
*[[Equipment Base Coefficients]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Forge&amp;diff=56547</id>
		<title>The Forge</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Forge&amp;diff=56547"/>
		<updated>2022-05-20T22:20:52Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Upgrade */ linking the exact formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&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;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]]. Catalysts are also required.&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&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;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip prefixes/suffixes) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*At the beginning, most upgrades are limited to 25 levels, except for physical and magical damage which go up to 50 levels.&lt;br /&gt;
**This upgrade cap can be linearly increased by Forge Level up to double (50 and 100 levels respectively).&lt;br /&gt;
*No bindings for increasing any [[Fighting Styles|proc]] stats exist.&lt;br /&gt;
**Likewise for decreasing [[Burden]] and [[Interference]].&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Superior and below start out at 6 low-grade materials, Exquisite at 4 low/2 mid, Magnificent at 2 low/4 mid, and Legendary+ at 6 mid.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strike|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strike|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent or higher || High-Grade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: +2 per low-grade, +10 per mid-grade, and +40 per high-grade; this means an effective cap of 250? per upgrade. It is not affected by bindings or rare materials used.&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&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;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Item_World&amp;diff=56322</id>
		<title>Item World</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Item_World&amp;diff=56322"/>
		<updated>2022-04-29T23:23:18Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: Quality link goes straight to the right page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://hentaiverse.org/?s=Battle&amp;amp;ss=iw Item World] (also known as IW) is one of the [[battle modes]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
Item World is a multi-round battle that places players against common foes in order to get a PXP (Potency Experience) to any &#039;&#039;not equipped&#039;&#039; [[Equipment Basics|equipment]] with [[credits]] penalty.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
*Rounds: 10 - 100 ([[#Rounds|see below]]).&lt;br /&gt;
*Monsters: Random amount per round but tends to rise as the round counter increases.&lt;br /&gt;
*[[Difficulty]]: Monster damage starts at 100% base and increases by 2%&amp;lt;span style=&amp;quot;display:inline-block;transform:translateY(-2px);&amp;quot;&amp;gt;[[File:Question.png|Missing Data|link=Missing Data]]&amp;lt;/span&amp;gt; per round. &lt;br /&gt;
*[[Credits]] Bonus (Penalty): 1/4x.&lt;br /&gt;
*[[EXP]] Bonus: 1x - 1.2x ([[#EXP|see below]]).&lt;br /&gt;
*[[Stamina]]: Consumed entirely upfront rather than per round.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*Gives a certain amount of PXP (Potency Experience) towards increasing the potency of the [[Equipment Basics|equipment]].&lt;br /&gt;
&lt;br /&gt;
==Item Potency==&lt;br /&gt;
===Potency Experience===&lt;br /&gt;
[[File:PXP.png|200px|thumb|right|Player got 176 PXP and unlocked new potency.]]&lt;br /&gt;
Clearing an Item World earns PXP (Potency Experience). When equipment has enough PXP, its Potency Level (Tier) will increase by 1 and equipment will got certain improvements, named Potency, which will increase innate equipment&#039;s stats or provide brand new. &lt;br /&gt;
&lt;br /&gt;
All equipment starts at Potency Level (Tier) 0, and can be leveled up to Potency Level (Tier) 10. At Level 10 an equipment piece ceases to gain PXP and no longer shows up in the Item World.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fleeing]] or being defeated in an Item World does not grant any PXP; only clearing all rounds grants PXP for the item&#039;&#039;&#039;. As well players cannot gain any PXP if they are at &amp;quot;exhausted&amp;quot; [[stamina]].&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required for the next Potency Level (Tier) is displayed next to the equipment&#039;s &amp;quot;Potency Tier:&amp;quot; text string and increases as the item gains new level. Formula for exact amount of PXP player will gain upon completing Item world is:&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;PXP gain&#039;&#039;&#039; = roundup(Item round count * [[difficulty|PXP modifier]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
![[Difficulty]]&lt;br /&gt;
!PXP modifier for &amp;lt;br&amp;gt; un-soulfused equipment&lt;br /&gt;
!PXP modifier for &amp;lt;br&amp;gt; soulfused equipment&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Normal || x2 || x4&lt;br /&gt;
|-&lt;br /&gt;
|Hard || x2 || x4&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare || x4 || x8&lt;br /&gt;
|-&lt;br /&gt;
|Hell || x7 || x14&lt;br /&gt;
|-&lt;br /&gt;
|Nintendo || x10 || x20&lt;br /&gt;
|-&lt;br /&gt;
|IWBTH || x15 || x30&lt;br /&gt;
|-&lt;br /&gt;
|PFUDOR || x20 || x40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Potencies===&lt;br /&gt;
Potencies unlocked when equipment earns enough PXP (Potency Experience) for clearing Item World battle mode. They may increase current equipment&#039;s stats, or provide absolutely new. These additional stats &#039;&#039;&#039;cannot&#039;&#039;&#039; be further upgraded in the [[forge]]. Potency Level (Tier) will increase by 1 as well.&lt;br /&gt;
&lt;br /&gt;
One equipment may have &#039;&#039;&#039;only three different&#039;&#039;&#039; potencies, maximum level of a single potency may be five. Elemental strikes on weapons ignore this cap.&lt;br /&gt;
&lt;br /&gt;
Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance when you have one, 75% when you have two). &lt;br /&gt;
&lt;br /&gt;
[[File:Potency2.png|thumb|right|Example of Level 4 Equipment with three potencies: Swift Strike Lv.1, Fatality Lv.2, Overpower Lv.1.]]&lt;br /&gt;
Player can get any potency to any equipment, with few exceptions:&lt;br /&gt;
* Staff with &amp;quot;of focus&amp;quot; [[suffix]] cannot get Economizer potency.&lt;br /&gt;
* Any armor with a mitigation prefix (Ruby, Cobalt, Amber, Jade, Zircon, Onyx) cannot gain the elemental mitigation (&#039;-proof&#039;) potency that matches its prefix. (e.g. Ruby cannot gain Fireproof.)&lt;br /&gt;
&lt;br /&gt;
Gained Potencies can be reset by [[The_Forge#Reforging|reforging]] in the [[forge]]. This requires [[The_Forge#Shards|Amnesia Shards]] equal to the equipment&#039;s Item Potency level. Players can only keep all the existing potencies or forfeit all of them. Amount of required shards to reforging may be decreased via Dark Descent [[Hath Perk]].&lt;br /&gt;
[[File:Potency1.png|thumb|right|Example of Renamed Level 10 Equipment with two potencies: Coldproof Lv.5 and Windproof Lv.5.]]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Class&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Potency modified&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Boost&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[Weapon]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Shield]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|[[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
!Melee !! Staff&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Coldproof || Cold || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Darkproof || Dark || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Elecproof || Elec || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fireproof || Fire || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Holyproof || Holy || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Windproof || Wind || 4.00% || || || &#039;&#039;&#039;X&#039;&#039;&#039; || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
|Capacitor || Bonus MP || 2.00% || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Juggernaut || Bonus HP || 2.00% || || || || &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Butcher || Bonus Weapon Damage || ~2.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Fatality || Attack Crit Damage || 2.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Overpower || Counter-Parry || 4.00% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Swift Strike || [[Action Speed|Attack Speed]] || 1.92% || &#039;&#039;&#039;X&#039;&#039;&#039; || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Annihilator || Spell Crit Damage || 2.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Archmage || Bonus Magic Damage || ~2.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Economizer || Mana Conservation || 5.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Penetrator || Counter-Resist || 4.00% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|-&lt;br /&gt;
|Spellweaver || [[Action Speed|Casting Speed]] || 1.4675% || || &#039;&#039;&#039;X&#039;&#039;&#039; || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Level 10 Only===&lt;br /&gt;
[[File:WeaponLevel10.png|thumb|right|Player get Potency Level 10 on his weapon and got Cold Strike Potency. Also note, that this weapon attack twice, thanks to Void Stike + Cold Strike.]]&lt;br /&gt;
At Potency Level (Tier) 10 a [[weapon]] will always get a special potency based on what kind of weapon it is.&lt;br /&gt;
&lt;br /&gt;
Weapons with ethereal [[prefix]] will get a random &#039;&#039;&#039;Elemental Strike&#039;&#039;&#039; potency from the chart below.&lt;br /&gt;
*Weapons with Elemental Strike potency will attack twice in a single turn.&lt;br /&gt;
*This does not turn a weapon into a true [[Detailed Equip Characteristics#Weapons|Elemental Weapon]] (as a true elemental weapon also has Elemental Damage Bonus to boost [[spell]] damage).&lt;br /&gt;
&lt;br /&gt;
All other weapons will get &#039;&#039;&#039;Hollowforged&#039;&#039;&#039; potency which converts its damage type from Crushing/Slashing/Piercing to Void.&lt;br /&gt;
*Weapons with Hollowforged potency will attack twice in a single turn.&lt;br /&gt;
*This does not turn a weapon into a true [[Detailed Equip Characteristics#Weapons|Ethereal Weapon]] (it still has [[burden]]/[[interference]]).&lt;br /&gt;
&lt;br /&gt;
Level 10 weapon has two different strikes and this means this weapon will do &#039;&#039;&#039;two different attack&#039;&#039;&#039; on a single enemy during one turn.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Name&lt;br /&gt;
!Addition&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Elemental&amp;lt;br&amp;gt;Strike&lt;br /&gt;
|-&lt;br /&gt;
|Cold Strike || Adds Cold damage&lt;br /&gt;
|-&lt;br /&gt;
|Dark Strike || Adds Dark damage&lt;br /&gt;
|-&lt;br /&gt;
|Elec Strike || Adds Elec damage&lt;br /&gt;
|-&lt;br /&gt;
|Fire Strike || Adds Fire damage&lt;br /&gt;
|-&lt;br /&gt;
|Holy Strike || Adds Holy damage&lt;br /&gt;
|-&lt;br /&gt;
|Wind Strike || Adds Wind damage&lt;br /&gt;
|- style=&amp;quot;border-top: 2px solid #AAAAAA;&amp;quot;&lt;br /&gt;
| Special || Hollowforged || Damage Type converts to [[Void]], adds Void Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
At Level 10 an equipment piece may be renamed freely. Player can rename their equipment by visiting [http://hentaiverse.org/?s=Forge&amp;amp;ss=up upgrade] page in [[Forge]] tab. &lt;br /&gt;
&lt;br /&gt;
Restrictions and rules are:&lt;br /&gt;
*50 characters maximum allowed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
*Player can remove a custom name by renaming to blank or the same as the original name. &lt;br /&gt;
*Attaching equipment to a MoogleMail will automatically remove the custom name.&lt;br /&gt;
&lt;br /&gt;
===Formula for PXP===&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;PXP(x) = PXP(1) * (1 + PXP(1)/1000)^(x-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that PXP(x) is the amount of PXP required to advance from level (x-1) to level x.&lt;br /&gt;
&lt;br /&gt;
The amount of PXP required to advance from level 0 to level n 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;Total PXP needed = 1000*((1+PXP(1)/1000)^n - 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rounds==&lt;br /&gt;
An Item World has rounds based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|quality]]. It can be approximated by:&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;Number of Item World Rounds&#039;&#039;&#039; = 75 * ((PXP0 - 100) / 250)^3&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Player can find PXP0 near &amp;quot;Potency Tier:0&amp;quot; text string (only available before equipment got any potency).&lt;br /&gt;
&lt;br /&gt;
==EXP==&lt;br /&gt;
The strength of the monsters and [[EXP]] gains depend on the [[Detailed_Equip_Characteristics#Quality|quality]] of the item. Mostly, higher-quality equipment have significantly harder mobs than a low-quality one. Gained Experience points can be approximated by:&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;EXP Gains in IW&#039;&#039;&#039; = Non-IW_EXP * (PXP0 - 100) * 0.004&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Player can find PXP0 near &amp;quot;Potency Tier:0&amp;quot; text string (only available before equipment got any Potency).&lt;br /&gt;
*Non-IW_EXP means a regular basic experience player usually from killing monsters.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Battles]] - Information about how battles operate.&lt;br /&gt;
*[[Riddlemaster]] - May happens before any rounds.&lt;br /&gt;
*[[Upgrade]] - Another method to acquire Potency Experience.&lt;br /&gt;
*[[Reforge]] - Removes already earned Potencies.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Settings&amp;diff=56321</id>
		<title>HentaiVerse Settings</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Settings&amp;diff=56321"/>
		<updated>2022-04-29T22:54:44Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Challenge Level */ Quality links straight to the right place now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is at the bottom the [[Character Menu]] in the [[HentaiVerse]]. Here a player can change various settings that affect the game. &#039;&#039;&#039;Before any changes go into effect the player must hit the &amp;quot;Apply Changes&amp;quot; button on the bottom of the page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Challenge Level==&lt;br /&gt;
This setting changes the difficulty in [[battle]] which affects the following:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Challenge&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|Modifiers&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[EXP]]&lt;br /&gt;
![[Credits]]&lt;br /&gt;
!Monster HP&lt;br /&gt;
!width=55px|[[Item_World#Item_Potency|Potency EXP]]&lt;br /&gt;
!Monster Damage &amp;amp; [[Crystals]]&lt;br /&gt;
!Quality [[Loot_Drop_Rolls|Roll Bonus]]&lt;br /&gt;
![[Monster_Lab#Monster_PL_vs._Player_Level|Power Level Ceiling]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Balanced Fun&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt; || x1 || x1 || x1 || x1 || x1 || x1 || 0 || &lt;br /&gt;
*Lower drop chance for artifacts and tokens when doing Grindfest and Item World&lt;br /&gt;
*Voidseeker, Aether, and Amnesia [[shard]]s do not drop?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Somewhat Tricky&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Hard&amp;lt;/span&amp;gt; || x2 || x1.25 || x1.1 || x2 || x1.2 || x1.5 || +5? || &lt;br /&gt;
Lower drop chance for artifacts and tokens when doing Grindfest and Item World&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Pretty Tough&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Nightmare&amp;lt;/span&amp;gt; || x4 || x1.5 || x1.2 || x4 || x1.4 || x2 || +20? || &lt;br /&gt;
Lower drop chance for artifacts and tokens when doing Grindfest and Item World&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Even Tougher&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Hell&amp;lt;/span&amp;gt; || x7 || x1.75 || x1.4 || x7 ||x1.6 || x2.5 || +30? || &lt;br /&gt;
Random [[equipment]] drops can now be Legendary/Peerless [[Detailed_Equip_Characteristics#Quality|quality]] &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Old School&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Nintendo&amp;lt;/span&amp;gt; || x10 || x2.2? || x1.7 || x10 ||x2 || x3? || +60? || &lt;br /&gt;
Random [[equipment]] drops will be at minimum Average [[Detailed_Equip_Characteristics#Quality|quality]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;I Wanna Be The Hentai&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;IWBTH &amp;lt;/span&amp;gt; || x15 || x3 || x2 || x15 || x2.5 || x5 || +100? || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span title=&amp;quot;Smiles; Pink Fluffy Unicorns Dancing On Rainbows&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;PFUDOR&amp;lt;/span&amp;gt; || x20 || x3? || x2 || x20 || x3 || x6? || +125? &lt;br /&gt;
|&lt;br /&gt;
Random [[equipment]] &#039;&#039;&#039;drops&#039;&#039;&#039; will be at minimum Superior [[Detailed_Equip_Characteristics#Quality|quality]] (does not affect arena clear bonus)&lt;br /&gt;
&lt;br /&gt;
Monsters have:&lt;br /&gt;
*+25% [[Action Speed]] bonus&lt;br /&gt;
*+50% mana/spirit regen&lt;br /&gt;
*+10% [[Damage#Monsters|resist/parry]]&lt;br /&gt;
*A higher chance to use skills/magic attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Display Title==&lt;br /&gt;
Applies any Title that has been unlocked which will be displayed both in game and on the [[E-Hentai Forums]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Min. [[Level]]&lt;br /&gt;
!Title&lt;br /&gt;
!Bonuses&lt;br /&gt;
!Additional Requirement to Unlock&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 0 || Newbie ||width=&amp;quot;140px&amp;quot;| None ||rowspan=&amp;quot;11&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1 || Beginner || +0.5% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 10 || Novice || +1% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 20 || Apprentice || +1.5% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 30 || Journeyman || +2% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 40 || Artisan || +2.5% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 50 || Expert || +3% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 60 || Master || +3.5% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 70 || Champion || +4% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 80 || Hero || +4.5% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90 || Lord || +5% Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 100 || Ascended || +6% Physical Damage &amp;lt;br&amp;gt;+1% Evade || Clear the [[Arena]] Challenge &amp;quot;Endgame&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 140 || Destined || +8% Physical Damage &amp;lt;br&amp;gt;+2% Evade || Clear the [[Arena]] Challenge &amp;quot;Sealed Power&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 200 || Godslayer || +10% Physical Damage &amp;lt;br&amp;gt;+3% Evade || Clear the [[Arena]] Challenge &amp;quot;[[HentaiVerse_Bestiary#Trio_and_the_Tree|The Trio and the Tree]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 300 || Dovahkiin || +10% Physical Damage &amp;lt;br&amp;gt;+3% Evade &amp;lt;br&amp;gt;[[Skills#Special_Skills|FUS RO DAH]] [[Skill]]|| Clear the [[Arena]] Challenge &amp;quot;[[HentaiVerse_Bestiary#A_Dance_With_Dragons|A Dance With Dragons]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 500 || Ponyslayer || +12% Physical Damage &amp;lt;br&amp;gt;+4% Evade &amp;lt;br&amp;gt;[[Skills#Special_Skills|FUS RO DAH]] [[Skill]]|| Clear the [[Arena]] Challenge &amp;quot;[[Secret Pony Level]]&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; ranks don&#039;t provide any bonus for magical damage or spell casting in general.&lt;br /&gt;
&lt;br /&gt;
==Font Engine==&lt;br /&gt;
Changes the font used for the in-game text. Some [[HentaiVerse_Scripts_%26_Tools|scripts]] require using a custom font (such as Arial or Verdana) and will not function if the default HV font is used.&lt;br /&gt;
&lt;br /&gt;
==Equipment Sets==&lt;br /&gt;
Ties the assignment of [[abilities]], battle items, and quickcast bars to equipment sets.&lt;br /&gt;
&lt;br /&gt;
==Vital Bar Style==&lt;br /&gt;
Switches between centered (standard) and left-oriented (utilitarian) bars for the player in [[combat]].&lt;br /&gt;
&lt;br /&gt;
==Shrine Trophy Upgrades==&lt;br /&gt;
Allows players to set the upgrade tier for [[Shrine#Upgrading_Trophies|shrining]] [[Items#Trophies|trophies]].&lt;br /&gt;
*Use Default will upgrade trophies dependent on the players level:&lt;br /&gt;
**Level 200: Tier 2 =&amp;gt; Tier 3 at a rate of 4:1&lt;br /&gt;
**Level 300: Tier 3 =&amp;gt; Tier 4 at a rate of 2:1&lt;br /&gt;
**Level 400: Tier 4 =&amp;gt; Tier 5 at a rate of 4:1&lt;br /&gt;
*Selecting any upgrade tier overwrites this, and may be selected at any level.&lt;br /&gt;
*Do Not Upgrade allows the player to shrine trophies individually at their normal tier.&lt;br /&gt;
&lt;br /&gt;
==Quickbar Slots==&lt;br /&gt;
Commonly used [[spells]] can be placed in the shortcut bar for easier access during [[battles]]. These are linked to the current [[Character_Menu#Equipment|equipment set]].&lt;br /&gt;
&lt;br /&gt;
==Auto-cast Slots==&lt;br /&gt;
Allows players to set certain [[Spells#Supportive_Magic| supportive spells]] to be automatically cast at the beginning of [[Battles|battles]].&lt;br /&gt;
*Slots are unlocked by purchasing the Innate Arcana [[Hath Perks]].&lt;br /&gt;
*The spells that can be assigned are: &#039;&#039;&#039;Haste, Shadow Veil, Protection, Spark of Life, Spirit Shield&#039;&#039;&#039;.&lt;br /&gt;
*Supportive [[Proficiency]] has a chance to be raised with each turn that an auto-cast spell is active. However, auto-cast spells cannot proc [[Fighting_Styles#Any|Channeling]].&lt;br /&gt;
**The chance only occurs once per turn and is determined by upkeep cost.&lt;br /&gt;
*If a player chooses to manually cast an auto-casted spell, or use a [[Items#Scrolls|scroll]], the spell will be cast normally and the MP upkeep will be suspended. Once the duration of the spell runs out the auto-cast version will be recast at the end of the player&#039;s turn, before monster actions.&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
Auto-casted [[spell]]s deduct MP every battle round as upkeep.&lt;br /&gt;
*The base cost for each spell&#039;s per turn upkeep is determined by the spell&#039;s normal casting cost, its duration, and the action&#039;s speed of the player&#039;s last turn 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;&#039;&#039;&#039;Upkeep&#039;&#039;&#039; = casting_MP_cost * Speed of action taken in the last turn / duration&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Each rank of IA grants a 10% discount off of the upkeep, including the first rank.&lt;br /&gt;
*Supportive [[Proficiency]] helps reduce upkeep since it increases spell duration.&lt;br /&gt;
*These spells will dissipate if the player drops below 10% total MP and are recast once the player reaches at least 25%.&lt;br /&gt;
**When the player is between 10-24% MP the following will not be recast:&lt;br /&gt;
***Spark of Life after it has been triggered.&lt;br /&gt;
***Any spell which was manually cast.&lt;br /&gt;
&lt;br /&gt;
==Auto-Sell / Auto-Salvage==&lt;br /&gt;
Allows the player to automatically sell or salvage equipment dropped in battle, based on type and quality. &lt;br /&gt;
*Equipment sold or salvaged in this way is fully generated for pricing, but not saved to the database and will not appear in the bazaar.&lt;br /&gt;
*The setting with the lowest quality is chosen first.&lt;br /&gt;
*If both settings are set to the same quality, the equipment will be sold.&lt;br /&gt;
&lt;br /&gt;
Some examples of what will happen depending on your settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Equipment&lt;br /&gt;
!Sell setting&lt;br /&gt;
!Salvage setting&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite Fiery Axe of Slaughter&lt;br /&gt;
|Superior&lt;br /&gt;
|Magnificent&lt;br /&gt;
|Salvaged&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite Fiery Axe of Slaughter&lt;br /&gt;
|Magnificent&lt;br /&gt;
|Superior&lt;br /&gt;
|Sold&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite Fiery Axe of Slaughter&lt;br /&gt;
|Magnificent&lt;br /&gt;
|Magnificent&lt;br /&gt;
|Sold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Battles]]&lt;br /&gt;
*[[Character Menu]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=56129</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=56129"/>
		<updated>2022-03-26T00:48:35Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Helpful Scripts and Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
* Users of [[Skills#Special_Skills|FUS RO DAH]] (usually 2H and Niten players on difficult content) like to have some attack speed in order to be able to reapply it just after the stun wears off to minimize hits taken. This is usually achieved by using (Agile) Light armor, but other options include Swiftness weapons and the Swift Strike [[Item World]] potency.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; or Leather &amp;quot;of Protection&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage Shade of the Shadowdancer.&lt;br /&gt;
** At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The &amp;quot;Savage&amp;quot; [[prefix]] gives an offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters. The &amp;quot;Mithril&amp;quot; [[prefix]] should be considered for melee styles other than 1H, who want to [[The_Forge#Shards|featherweight]] their heavy armor. If you&#039;re having trouble surviving, consider using a piece of Shielding Plate.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
1H Heavy should use less AGI whilst other styles care about evade and should use more, especially when using Light armor. INT provides SP which is useful for [[Spirit Stance]] and slightly helpful for 1H, but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
See also [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=194413&amp;amp;view=findpost&amp;amp;p=4507093| Superlatanium&#039;s guidelines] for auctionable items for (slightly outdated) help on which equipment is valuable.&lt;br /&gt;
&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* &amp;lt;s&amp;gt;hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&amp;lt;/s&amp;gt; Currently down.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=56076</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=56076"/>
		<updated>2022-03-10T20:38:44Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Rewards */ Making the links more precise&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse. Unlike the main mode (Persistent) which lasts indefinitely, Isekai lasts for half a year before resetting.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Isekai runs in half-year seasons, starting on Longest Night (the Winter Solstice) and ending on Longest Day (the Summer Solstice), and vice versa. A notable exception is Season 1, which began on Jan 9th 2021.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
&lt;br /&gt;
*From the start of each season until the end of that month, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
&lt;br /&gt;
*During the last month of the season, Isekai will enter the &amp;quot;Last Spurt&amp;quot; mode. While in this mode, the Player can make two attempts at [[The Tower]] per day, increased from one. Adding attachments to [[MoogleMail]] is disabled during last spurt, detaching items sent before last spurt is still enabled.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the Players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual Credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any Soulbound [[equipment]], [[Items#Trophies|Peerless Vouchers]], and all Peerless [[equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Any Peerless equipment that is not soulbound will be soulfused to the Player in the process, and all upgrades and [[Item World#Item Potency|potencies]] will be lost.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached.&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100, or Top 20 if less than 20 people reach Floor 100, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached will grant a temporary 0.1% damage bonus in Persistent, this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the current season, approximately 6 months.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
*Forge upgrades do not require bindings.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special events like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Item Bot]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[Item World]] potency gain is higher. Nightmare and up has three times the gain compared to Persistent, while Normal and Hard have the same gain as Nightmare.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor cleared.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=55986</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=55986"/>
		<updated>2022-02-02T19:32:28Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Rewards */ Reaching floor x now instead of clearing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse. Unlike the main mode (Persistent) which lasts indefinitely, Isekai lasts for half a year before resetting.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Isekai runs in half-year seasons, starting on Longest Night (the Winter Solstice) and ending on Longest Day (the Summer Solstice), and vice versa. A notable exception is Season 1, which began on Jan 9th 2021.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
&lt;br /&gt;
*From the start of each season until the end of that month, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
&lt;br /&gt;
*During the last month of the season, Isekai will enter the &amp;quot;Last Spurt&amp;quot; mode. While in this mode, the Player can make two attempts at [[The Tower]] per day, increased from one. Adding attachments to [[MoogleMail]] is disabled during last spurt, detaching items sent before last spurt is still enabled.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the Players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual Credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any Soulbound [[equipment]], [[items|Peerless Vouchers]], and all Peerless [[Equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Any Peerless equipment that is not soulbound will be soulfused to the Player in the process, and all upgrades and [[Item World|potencies]] will be lost.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached.&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100, or Top 20 if less than 20 people reach Floor 100, will receive a [[Items|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached will grant a temporary 0.1% damage bonus in Persistent, this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the current season, approximately 6 months.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
*Forge upgrades do not require bindings.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special events like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Item Bot]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[Item World]] potency gain is higher. Nightmare and up has three times the gain compared to Persistent, while Normal and Hard have the same gain as Nightmare.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor cleared.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=55985</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=55985"/>
		<updated>2022-02-02T19:28:49Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Isekai Season */ Update for newer tower rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse. Unlike the main mode (Persistent) which lasts indefinitely, Isekai lasts for half a year before resetting.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Isekai runs in half-year seasons, starting on Longest Night (the Winter Solstice) and ending on Longest Day (the Summer Solstice), and vice versa. A notable exception is Season 1, which began on Jan 9th 2021.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
&lt;br /&gt;
*From the start of each season until the end of that month, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
&lt;br /&gt;
*During the last month of the season, Isekai will enter the &amp;quot;Last Spurt&amp;quot; mode. While in this mode, the Player can make two attempts at [[The Tower]] per day, increased from one. Adding attachments to [[MoogleMail]] is disabled during last spurt, detaching items sent before last spurt is still enabled.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the Players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual Credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any Soulbound [[equipment]], [[items|Peerless Vouchers]], and all Peerless [[Equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Any Peerless equipment that is not soulbound will be soulfused to the Player in the process, and all upgrades and [[Item World|potencies]] will be lost.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor cleared.&lt;br /&gt;
**Clearing Floor 30 grants +1&lt;br /&gt;
**Clearing Floor 40 grants +2&lt;br /&gt;
**Clearing Floor 50 grants +3&lt;br /&gt;
*Players who rank in the top 10 will receive a [[Items|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor cleared will grant a temporary 0.1% damage bonus in Persistent, this bonus is uncapped. The bonus lasts from the time the Persistent update goes live until the end of the current season, approximately 6 months.&lt;br /&gt;
**&#039;&#039;Example: Clearing floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
*Forge upgrades do not require bindings.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special events like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Item Bot]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[Item World]] potency gain is higher. Nightmare and up has three times the gain compared to Persistent, while Normal and Hard have the same gain as Nightmare.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor cleared.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Items&amp;diff=55893</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Items&amp;diff=55893"/>
		<updated>2022-01-08T23:38:57Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Trophies */ This is what sssss2&amp;#039;s data suggests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[HentaiVerse]] items are obtained by killing monsters, completing [[arena]] challenges, and as [[gifts]] from the [[Monster Lab|owned monsters]]. [[Training]] can increase the chance for some items to drop from slain monsters as well as affect the quality and type of drops.&lt;br /&gt;
&lt;br /&gt;
There are 13 types of items: [[#Battle Powerups|Battle Powerups]], [[#Restoratives|Restoratives]], [[#Infusions|Infusions]], [[#Scrolls|Scrolls]], [[#Special Items|Special Items]], [[#Artifacts|Artifacts]], [[#Trophies|Trophies]], [[#Tokens|Tokens]], [[#Collectables|Collectables]], [[#Crystals|Crystals]], [[#Food|Food]], [[#Enhancements|Enhancements]], and [[#Materials|Materials]].&lt;br /&gt;
&lt;br /&gt;
==Battle Powerups==&lt;br /&gt;
During a [[battle]] round any defeated monster has a ~4% chance of dropping a powerup. These powerups are automatically slotted in the &amp;quot;P&amp;quot; item slot of the player&#039;s inventory. Players can only have one powerup at a time and cannot receive a new one until the current one is used. They persist between rounds of a battle but are lost at the end of a battle series, essentially making them temporary items.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |&#039;&#039;&#039;Mystic Gem&#039;&#039;&#039; || [[Image:channeling.png]] || Grants the [[Fighting Styles#Any|Channeling]] effect for 15 turns or until a [[spell]] is cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Health Gem&#039;&#039;&#039; || [[Image:Health Points.png‎]] || Restores 100% base health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Gem&#039;&#039;&#039; || [[Image:Magic Points.png‎]] || Restores 50% base mana.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spirit Gem&#039;&#039;&#039; || [[Image:Spirit Points.png‎]] || Restores 25% base spirit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Restoratives==&lt;br /&gt;
These may be set as a player&#039;s [[Character Menu#Battle_Items|Battle Items]]. Players start with 5 item slots and can unlock 10 more via [[training]] Rat Pack. Items will restock themselves in battle as long as there is sufficient supply. The effects of these items when used in combat can be increased via [[Abilities#General|General abilities]].&lt;br /&gt;
&lt;br /&gt;
===Health Restoratives===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | &#039;&#039;&#039;Draught&#039;&#039;&#039; || Restores 2% base health per turn for 50 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion&#039;&#039;&#039; || Restores 100% of base health.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixir&#039;&#039;&#039; || Restores 100% health on use + 2% base health per turn for 100 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Magic/Spirit Restoratives===&lt;br /&gt;
&#039;&#039;Magic and Spirit restoratives are separate items, they simply have the same percentages.&#039;&#039;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | &#039;&#039;&#039;Draught&#039;&#039;&#039; || Restores 1% base mana/spirit per turn for 50 turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion&#039;&#039;&#039; || Restores 50% of base mana/spirit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixir&#039;&#039;&#039; || Restores 100% mana/spirit on use + 1% base mana/spirit per turn for 100 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Restoratives===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;130px&amp;quot; | Item || Effect || Duration || Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Drink&#039;&#039;&#039; || [[File:soulstone.png]] &amp;lt;span title=&amp;quot;You are generating additional Overcharge and Spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Energized&amp;lt;/span&amp;gt; || 10 turns || Restores 10 points of [[Stamina]], up to the maximum of 99. When used in battle, it also boosts [[Overcharge]] and Spirit by 10% for 10 turns.&lt;br /&gt;
*Players with the Long Gone Before Daylight [[Hath Perk]] receive 20 [[stamina]] instead (limit once per day) both in- and off-battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caffeinated Candy&#039;&#039;&#039; || [[File:channeling.png]] &amp;lt;span title=&amp;quot;You are generating additional Overcharge and Spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Energized&amp;lt;/span&amp;gt; || 5 turns || Restores 5 points of [[Stamina]], up to the maximum of 99. When used in battle, it also boosts [[Overcharge]] and Spirit by 10% for 5 turns.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Last Elixir&#039;&#039;&#039; || [[File:Health Points.png]] &amp;lt;span title=&amp;quot;The Health Restorative is regenerating your body.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Regeneration&amp;lt;/span&amp;gt; || rowspan=&amp;quot;3&amp;quot; | 100 turns || rowspan=&amp;quot;3&amp;quot; | Fully restores all vitals, and grants long-lasting restoration effects.&lt;br /&gt;
* the combined effect of a Health Elixir + a Mana Elixir + a Spirit Elixir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Magic Points.png]] &amp;lt;span title=&amp;quot;The Mana Restorative is replenishing your mana reserves.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Replenishment&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spirit Points.png]] &amp;lt;span title=&amp;quot;The Spirit Restorative is refreshing your spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Refreshment&amp;lt;/span&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infusions==&lt;br /&gt;
These may be set as [[Character Menu#Battle_Items|Battle Items]] or enhancement in [[The Forge]]. &lt;br /&gt;
&lt;br /&gt;
If used as a [[Character_Menu#Battle_Items|Battle Item]]:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Infusion of || Effect || Duration || Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flames&#039;&#039;&#039; || [[File:Abilities Flare.png]] Infused Flames || 50 turns || You are wreathed in the power of flames. You gain +25% resistance to Fire elemental attacks and your Fire [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost&#039;&#039;&#039; || [[File:Abilities Freeze.png]] Infused Frost || 50 turns || You are suffused with the power of frost. You gain +25% resistance to Cold elemental attacks and your Cold [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning&#039;&#039;&#039; || [[File:Abilities Lightning.png]] Infused Lightning || 50 turns || You are surrounded by the power of lightning. You gain +25% resistance to Elec elemental attacks and your Elec [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storms&#039;&#039;&#039; || [[File:Abilities Gale.png]] Infused Storms || 50 turns || You are draped in the power of storms. You gain +25% resistance to Wind elemental attacks and your Wind [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divinity&#039;&#039;&#039; || [[File:Abilities Smite.png]] Infused Divinity || 50 turns || You are veiled in the power of divinity. You gain +25% resistance to Holy elemental attacks and your Holy [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Darkness&#039;&#039;&#039; || [[File:Abilities Eternal Night.png]] Infused Darkness || 50 turns || You are cloaked in the power of darkness. You gain +25% resistance to Dark elemental attacks and your Dark [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Only 1 infusion effect may be active at any time in combat.&lt;br /&gt;
*Players start with one slots for these and can unlock 5 more via [[training]] Tincture. They will restock themselves during battle as long as there is sufficient supply. &lt;br /&gt;
&lt;br /&gt;
If used as an enhancement through [[The Forge]]:&lt;br /&gt;
*Multiple infusions can be used to extend the time their effects last.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon]]&#039;&#039;&#039;:&lt;br /&gt;
**Lasts 15 minutes per infusion. &lt;br /&gt;
**Adds an [[Equipment Basics#Elemental Strikes|Elemental Strike]] effect to the player&#039;s weapons.&lt;br /&gt;
***A maximum of 2 different types of elemental strikes (in addition to Void) may exist on a weapon (achieved via [[Item World]] or via infusions).&lt;br /&gt;
*&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;:&lt;br /&gt;
**Last 1 hour per infusion.&lt;br /&gt;
**Adds 5% elemental [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element to the player&#039;s armors.&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
These may be set as [[Character Menu#Battle_Items|Battle Items]]. &lt;br /&gt;
*Players start with 1 slot for these and can unlock 5 more via [[training]] Scholar of War. They will restock themselves during battle as long as there is sufficient supply. &lt;br /&gt;
*These grant [[Spells#Supportive_Magic|supportive spell effects]] when used and last a long number of turns. &lt;br /&gt;
*These override their respective [[spells]]. Any [[Innate Arcana]] spells affected in this manner will not be auto-cast until the scroll&#039;s effect ends.&lt;br /&gt;
*Each effect has a 100 turn duration (besides Absorption which lasts until triggered, and Gods and Avatar which last for 200 turns).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scroll of || Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swiftness&#039;&#039;&#039; || Grants the &#039;&#039;Haste&#039;&#039; effect.&lt;br /&gt;
*Increases [[Action Speed]] by 60%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection&#039;&#039;&#039; || Grants the &#039;&#039;Protection&#039;&#039; effect. &lt;br /&gt;
*Absorbs all damage taken by 50%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;the Avatar&#039;&#039;&#039; || Grants the &#039;&#039;Haste&#039;&#039; and &#039;&#039;Protection&#039;&#039; effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadows&#039;&#039;&#039; || Grants the &#039;&#039;Shadow Veil&#039;&#039; effect.&lt;br /&gt;
*Increases evasion by 30%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Absorption&#039;&#039;&#039; || Grants the &#039;&#039;Absorb&#039;&#039; effect.&lt;br /&gt;
*Absorbs the next non-crit magical attack from a monster and partially converts it to MP.&lt;br /&gt;
*Has a 100% chance to proc.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Life&#039;&#039;&#039; || Grants the &#039;&#039;Spark of Life&#039;&#039; effect.&lt;br /&gt;
*Any attack that would normally kill the player leaves them alive with 50% of max HP&lt;br /&gt;
*Consumes 25% of base spirit if proc&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;the Gods&#039;&#039;&#039; || Grants the &#039;&#039;Absorb&#039;&#039;, &#039;&#039;Shadow Veil&#039;&#039;, and &#039;&#039;Spark of Life&#039;&#039; effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Items==&lt;br /&gt;
These may be set as [[Character_Menu#Battle_Items|Battle Items]] in the same slots as restoratives. These consumables provide extremely powerful benefits. They are exceptionally rare.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect Name&lt;br /&gt;
! Effects&lt;br /&gt;
! Reference&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | &amp;lt;span title=&amp;quot;It is time to kick ass and chew bubble-gum... and here is some gum.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bubble Gum&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| [[File:gum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Kicking Ass&#039;&#039;&#039;&lt;br /&gt;
| Your attacks and spells deal significantly more damage for a short time, will always hit, and will always land critical hits.&lt;br /&gt;
*+100% damage&lt;br /&gt;
*Lasts 50 turns&lt;br /&gt;
|| [https://en.wikipedia.org/wiki/They_Live They Live] &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | &amp;lt;span title=&amp;quot;There are three flowers in a vase. The third flower is green.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Flower Vase&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| [[File:Abilities Ragnarok.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sleeper Imprint&#039;&#039;&#039;&lt;br /&gt;
| Your attack/magic damage, attack/magic hit/crit chance, and evade/resist chance increases significantly for a short time.&lt;br /&gt;
*+25% damage&lt;br /&gt;
*Lasts 50 turns&lt;br /&gt;
|| [https://en.wikipedia.org/wiki/Dollhouse_%28TV_series%29 Dollhouse] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Items that can be exchanged for certain random benefits at the [[Shrine]]. They are quite rare, but the chance for them to drop can be increased via Archaeologist (up to doubled) and Scavenger [[training]] while training Quartermaster very slightly reduces the chances of getting an artifact.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Items dropped by [[HentaiVerse_Bestiary|Rare, Legendary, and God-class monsters]] that can be exchanged for a piece of [[Equipment Basics|equipment]] at the [[Shrine]]. Trophies drop 100% of the time except in [[Arena#Arena_Challenges|Arena challenges]] higher than [[HentaiVerse_Bestiary#Trio_and_the_Tree|The Trio and the Tree]] where the chance is a static 10% (except in the final round where it is once again 100%). The results of trophy hand-ins are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else in the game such as Luck of the Draw [[training]].&lt;br /&gt;
&lt;br /&gt;
Arena clear bonuses are equivalent to a trophy roll of corresponding tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Source&lt;br /&gt;
!Trophy Tier&lt;br /&gt;
!Minimum [[Detailed_Equip_Characteristics#Quality|Quality]]&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: Endgame [[challenge]] and below on Normal/Hard [[difficulty]] || 1 || Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Boss-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;No longer will MBP spread havoc, destruction, and melted polar ice caps.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Manbearpig Tail&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Manbearpig ||rowspan=&amp;quot;5&amp;quot;| 2 ||rowspan=&amp;quot;5&amp;quot;| Average&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;You find this in the lair of a White Bunneh. It appears to be a dud.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Holy Hand Grenade of Antioch&amp;lt;/span&amp;gt;&#039;&#039;&#039; || White Bunneh&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A Lilac flower given to you by a Mithra when you defeated her. Apparently, this type was her favorite.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Mithra&#039;s Flower&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Mithra&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Taken from the destroyed remains of a Dalek shell.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Dalek Voicebox&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Dalek&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: Longest Journey [[challenge]] on Nightmare [[difficulty]]?&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Legendary-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Konata when you defeated her. It smells of timotei.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Lock of Blue Hair&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Konata || 2 || rowspan=&amp;quot;4&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Mikuru when you defeated her. If you wear it, keep it to yourself.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bunny-Girl Costume&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Mikuru Asahina&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Ryouko when you defeated her. You decided to name is Achakura, for no particular reason.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Hinamatsuri Doll&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Ryouko Asakura&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Yuki when you defeated her. She looked better without them anyway.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Broken Glasses&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Yuki Nagato&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;God-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A sapling from Yggdrasil, the World Tree.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sapling&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Yggdrasil ||rowspan=&amp;quot;2&amp;quot;| 4 ||rowspan=&amp;quot;4&amp;quot;| Superior&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A plain black 100% cotton T-Shirt. On the front, an inscription in white letters reads: &#039;&#039;I defeated Real Life and all I got was this lousy T-Shirt&#039;&#039;&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Black T-Shirt&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Real Life&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;An Invisible Pink Unicorn Horn taken from the Invisible Pink Unicorn. It doesn&#039;t weigh anything and has the consistency of air, but you&#039;re quite sure it&#039;s real.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Unicorn Horn&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Invisible Pink Unicorn ||rowspan=&amp;quot;2&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: The Trio and the Tree [[challenge]] on IWBTH/PFUDOR [[difficulty]]?&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A nutritious pasta-based appendage from the Flying Spaghetti Monster.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Noodly Appendage&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt; || Flying Spaghetti Monster ||rowspan=&amp;quot;2&amp;quot;| 6||rowspan=&amp;quot;2&amp;quot;| Exquisite&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: End of Days and Eternal Darkness [[challenge]] on IWBTH/PFUDOR [[difficulty]]?&lt;br /&gt;
|-&lt;br /&gt;
|(Varies) ||[[Obsolete_Items#Trophies|Certain holiday events]]|| rowspan=&amp;quot;4&amp;quot; | 7 || rowspan=&amp;quot;4&amp;quot; | Magnificent&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030][https://forums.e-hentai.org/index.php?showtopic=251389]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;You found these in your Xmas stocking when you woke up. Maybe Snowflake will give you something for them.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Stocking Stuffers&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Automatically awarded on X-Mas&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: A Dance with Dragons&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt;, Post Game Content, Secret Pony Level&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=249135&amp;amp;view=findpost&amp;amp;p=5929964]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A coupon which was handed to you by a festival moogle during the Loot and Harvest Festival. Offer it to Snowflake for some bonus loot.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Festival Coupon&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|Loot &amp;amp; Harvest Festival (late September)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;&amp;quot;&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|(Varies) || [[Obsolete_Items#Trophies|Certain holiday events]] || 8 || Magnificent&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;This box is said to contain an item of immense power. You should get Snowflake to open it.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Tenbora&#039;s Box&amp;lt;/span&amp;gt;&#039;&#039;&#039;|| Annual contest/giveaway || 9 || Legendary&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A voucher for a free soulbound Peerless equipment piece of your choice. Given to you personally by Snowflake for your devout worship and continued offerings.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Peerless Voucher&amp;lt;/span&amp;gt;&#039;&#039;&#039;|| [[Hath Perks | Follower of Snowflake]] ||  || Peerless&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=244812][https://forums.e-hentai.org/index.php?showtopic=245213]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Note: The rows with (N/A) in the first column describe the equipment drop that you get for finishing an arena, and have nothing to do with shrine or trophies. These rows have been added to compare the end-of-arena equipment drop quality to the equipment quality from shrining trophies&lt;br /&gt;
===Coupons===&lt;br /&gt;
These are given to the users who place in the top 50 of the [[Toplists#Coupons|monthly toplists]] and operate very similarly to the trophies listed above.&lt;br /&gt;
Here is a list of the different coupons and the expected outcome when shrining them:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Source&lt;br /&gt;
!width=&amp;quot;50px&amp;quot;|Trophy Tier&lt;br /&gt;
!width=&amp;quot;50px&amp;quot;|Minimum [[Quality]]&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Coupon || Ranking 26th-50th in a [[Toplist]] || 3? || Average&lt;br /&gt;
|-&lt;br /&gt;
|Silver Coupon || Ranking 11th-25th in a [[Toplist]] || 5? || Superior&lt;br /&gt;
|-&lt;br /&gt;
|Gold Coupon || Ranking 4th-10th in a [[Toplist]] || 7&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt; || Magnificent&lt;br /&gt;
|-&lt;br /&gt;
|Platinum Coupon || Ranking 1st-3rd in a [[Toplist]] || 8&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt; || Magnificent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
Rare drops in normal battles. Blood and Chaos Tokens are primarily obtained as [[Arena]] and [[Ring of Blood]] clear bonus drops; chaos can also be gotten from [[The Lotteries]]. Tokens cannot be sold to the [[Bazaar#Item_Shop|Item Shop]] (besides Soul Fragments), sent via [[MoogleMail]], or be exchanged for other tokens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Token of Blood&#039;&#039;&#039;: Can be used for the chance to face powerful monsters in the [[Ring of Blood]].&lt;br /&gt;
*&#039;&#039;&#039;Chaos Token&#039;&#039;&#039;: Used in the [[Monster Lab]] to create new monster slots and upgrade various stats of monsters.&lt;br /&gt;
&lt;br /&gt;
===Soul Fragments===&lt;br /&gt;
Soul Fragments are used for [[Equipment Basics|equipment]] [[soulfusion]] and for [[ability]] resets. They are untradeable and can be obtained as a drop from [[random encounter]]s, purchased from the [[Item Shop]] for 1k [[credits]] each or received every [[Dawn|dawn]] for players with the Soul Catcher [[Hath Perk]].&lt;br /&gt;
&lt;br /&gt;
Fusing equipment above the player&#039;s [[level]] requires +2% for every level of difference, with the base number of fragments required for [[soulfusion]] and the increase per every level being as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Base cost&lt;br /&gt;
!Increase&lt;br /&gt;
|-&lt;br /&gt;
|Peerless || 1000 || +20/level&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || 500 || +10/level&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || 500 || +10/level&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Superior || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Average || 100 || +2/level&lt;br /&gt;
|-&lt;br /&gt;
|Fair || 100 || +2/level&lt;br /&gt;
|-&lt;br /&gt;
|Crude || 100 || +2/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore the total number of Fragments needed to soulfuse an item at a generic level can be calculated as:&lt;br /&gt;
 Total number of Fragments = Base_Cost + Increase * Max((Item_level - player_level), 0)&lt;br /&gt;
&lt;br /&gt;
In the case player&#039;s level is higher than the level of that item, the total cost will simply be equal to Base cost. Note that a player cannot soulfuse with anything that is 100+ [[level]]s above their own.&lt;br /&gt;
&lt;br /&gt;
==Collectables==&lt;br /&gt;
These 27 items are figurines that are the rarest drop in the game (as a portion of [[#Artifacts|artifact]] drops). Collecting at least 21 different ones unlocks the [[Skills#Special_Skills|Orbital Friendship Cannon]] [[Skill]]. They can also be exchanged for bindings and high-grade [[materials]] at the [[Shrine]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Twilight Sparkle, the cutest, smartest, all-around best pony. According to Pinkie Pie, anyway.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Twilight Sparkle Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Rainbow Dash, flier extraordinaire. Owning this will make you about 20% cooler, but it probably took more than 10 seconds to get one.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rainbow Dash Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Applejack, the loyalest of friends and most dependable of ponies. Equestria&#039;s best applebucker, and founder of Appleholics Anonymous.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Applejack Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Fluttershy, resident animal caretaker. You&#039;re going to love her. Likes baby dragons; Hates grown up could-eat-a-pony-in-one-bite dragons.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Fluttershy Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Pinkie Pie, a celebrated connoisseur of cupcakes and confectioneries. She just wants to keep smiling forever.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Pinkie Pie Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Rarity, the mistress of fashion and elegance. Even though she&#039;s prim and proper, she could make it in a pillow fight.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rarity Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of The Great and Powerful Trixie. After losing her wagon, she now secretly lives in the Ponyville library with her girlfriend, Twilight Sparkle.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Trixie Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Princess Celestia, co-supreme ruler of Equestria. Bored of the daily squabble of the Royal Court, she has recently taken up sock swapping.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Princess Celestia Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Princess Luna, aka Nightmare Moon. After escaping her 1000 year banishment to the moon, she was grounded for stealing Celestia&#039;s socks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Princess Luna Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Apple Bloom, Applejack&#039;s little sister. Comes complete with a &amp;quot;Draw Your Own Cutie Mark&amp;quot; colored pencil and permanent tattoo applicator set.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Apple Bloom Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Scootaloo. Die-hard Dashie fanfilly, best pony of the Cutie Mark Crusaders, and inventor of the Wingboner Propulsion Drive. 1/64th chicken.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Scootaloo Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Sweetie Belle, Rarity&#039;s little sister. Comes complete with evening gown and cocktail dress accessories made of 100% Dumb Fabric.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sweetie Belle Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Big Macintosh, Applejack&#039;s older brother. Famed applebucker and draft pony, and an expert in applied mathematics.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Big Macintosh Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Spitfire, team leader of the Wonderbolts. Dashie&#039;s idol and occasional shipping partner. Doesn&#039;t actually spit fire.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Spitfire Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Derpy Hooves, Ponyville&#039;s leading mailmare. Outspoken proponent of economic stimulus through excessive muffin consumption.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Derpy Hooves Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Lyra Heartstrings. Features twenty-six points of articulation, replaceable pegasus hoofs, and a detachable unicorn horn.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Lyra Heartstrings Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Octavia. Famous cello musician; believed to have created the Octatonic scale, the Octahedron, and the Octopus.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Octavia Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of [http://mlp.wikia.com/wiki/Zecora Zecora], a mysterious zebra from a distant land. She&#039;ll never hesitate to mix her brews or lend you a hand. Err, hoof.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Zecora Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Cheerilee, Ponyville&#039;s most beloved educational institution. Your teachers will never be as cool as Cheerilee.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Cheerilee Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale bobblehead figurine of Vinyl Scratch, the original DJ P0n-3. Octavia&#039;s musical rival and wub wub wub interest.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Vinyl Scratch Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Daring Do, the thrill-seeking, action-taking mare starring numerous best-selling books. Dashie&#039;s recolor and favorite literary character.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Daring Do Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Dr. Whooves. Not a medical doctor. Once got into a hoof fight with Applejack over a derogatory remark about apples.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Doctor Whooves Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Berry Punch. Overly protective parent pony and Ponyville&#039;s resident lush. It smells faintly of fruit wine.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Berry Punch Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Bon-Bon. Usually seen in the company of Lyra. Suffers from various throat ailments that make her sound different every time you see her.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bon-Bon Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale fluffy figurine of Fluffle Puff. Best Bed Forever. &amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Fluffle Puff Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A lifesize figurine of Angel Bunny, Fluttershy&#039;s faithful yet easily vexed pet and life partner. All-purpose assistant, time keeper, and personal attack alarm.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Angel Bunny Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A lifesize figurine of [http://mlp.wikia.com/wiki/Gummy Gummy], Pinkie Pie&#039;s faithful pet. Usually found lurking in your bathtub. While technically an alligator, he is still arguably the best pony.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Gummy Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Used to increase the [[Monster Stats|stats of monsters]] in the [[Monster Lab#Crystal List|Monster Lab]] and raise their [[morale]]. Have bonus drop rates in the [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
A set of 1k crystals of each type is usually referred by players as &amp;quot;Crystal pack&amp;quot;, even if this name is purely unofficial.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Used to maintain [[Monster_Lab#Food|custom monsters&#039; hunger]] in the [[Monster Lab]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhancements&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchantments==&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shards&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;shards&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Shards allow for temporary but powerful enchantments to [[Equipment Basics|equipment]] that last for 1 hour (real-time). Multiple shards can be used to extend the time their effects last. Voidseeker, Aether, and Amnesia Shard drops only occur on Hard or higher [[difficulty]]. These effects are automatically removed if the affected equipment is sold to the [[Bazaar]].&lt;br /&gt;
&lt;br /&gt;
See [[The_Forge#Enchant|The Forge - Enchant]] for the list of shards and their effects.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Materials allow for permanent upgrade to [[Equipment Basics|equipment]] stats. It can primarily be obtained through [[gifts]] from monsters or [[salvage|salvaging]]. The amount/type of materials required depends on the specific stats of the equipment. &lt;br /&gt;
&lt;br /&gt;
See [[The_Forge#Materials|The Forge - Materials]] for the list of materials and their effects.&lt;br /&gt;
&lt;br /&gt;
==[[Loot Drop Rolls|Drop Rates]]==&lt;br /&gt;
The base drop rate for ALL items is 10% per monster kill but this is segmented into every type including [[Equipment Basics|equipment]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Bazaar#Item_Shop|Item Shop]]&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Equipment Basics|equipment]]&lt;br /&gt;
*[[Obsolete Items]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=55892</id>
		<title>Loot Drop Rolls</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Loot_Drop_Rolls&amp;diff=55892"/>
		<updated>2022-01-08T23:30:38Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Loot Rolls */  New arenas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the drop formulas for the [[HentaiVerse]]. All drops go through several rolls to determine what the player will receive.&lt;br /&gt;
&lt;br /&gt;
==Loot Rolls==&lt;br /&gt;
[[Image:Drop Rolls.png|border|left]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Roll&lt;br /&gt;
!width=&amp;quot;250px&amp;quot;|Base&lt;br /&gt;
!Affected By&lt;br /&gt;
|-&lt;br /&gt;
|Drop Roll || 10% ||&lt;br /&gt;
*Scavenger [[training]] (up to +5%)&lt;br /&gt;
*Monster&#039;s [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]] bonus ((PL - 500) / 50); capped at +15%)&lt;br /&gt;
*[[Arena]] clear / [[Random Encounter]] bonus&lt;br /&gt;
*One additional roll for [[crystals]] in [[Grindfest]] (forward to C.Type Roll)&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment]] Roll || 2.5% ||&lt;br /&gt;
*Quartermaster [[Training]] (up to 2x)&lt;br /&gt;
*Guaranteed for [[Arena]] clear&lt;br /&gt;
*Guaranteed for [[Ring of Blood]] clear&lt;br /&gt;
*&#039;&#039;&#039;Will auto-fail if [[HentaiVerse_Bugs_%26_Errors#Combat|1,000 equipment pieces are owned]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|E.Quality Roll || 0 || &lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
**Nintendo and above have 0% chance for Fair/Crude&lt;br /&gt;
**Nightmare and below have 0% chance for Legendary/Peerless&lt;br /&gt;
***[[Arena]] clears have a &#039;&#039;very&#039;&#039; low chance for Legendary even on Normal&lt;br /&gt;
*[[Arena]] and [[Ring of Blood]] clear bonus&lt;br /&gt;
**Equal to a T1 [[trophy]] on Endgame challenge and below. Becomes T2+ with any higher challenge on Nightmare [[difficulty]] or higher. Longest Journey and above get +1 tier at Nightmare and above, and the three (?) highest arenas get an additional +1 tier at IWBTH/PFUDOR. A Dance with Dragons on PFUDOR is T7, Post Game Content is two T7s, and Secret Pony Level is three T7s.&lt;br /&gt;
&lt;br /&gt;
*[[Trophies]] are pre-determined based on trophy tier and are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else&lt;br /&gt;
**All trophies have 0.0001% chance for Peerless&lt;br /&gt;
**T6 estimated rates:&lt;br /&gt;
***Legendary = 2%&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=182130&amp;amp;view=findpost&amp;amp;p=4126928]&amp;lt;/sup&amp;gt;&lt;br /&gt;
***Magnificent = 20%&lt;br /&gt;
***Exquisite = 78%&lt;br /&gt;
|-&lt;br /&gt;
|Slot Roll || Weighted: 9 / 3 / 3 / 3 / 15 / 15 / 15 &amp;lt;br&amp;gt;(1H / 2H / Staff / Shield / Cloth / Light / Heavy) || N/A; [[Trophies]] allow for manual selection&lt;br /&gt;
|-&lt;br /&gt;
|Tier Roll || Every [[quality]] rank has a specific base Rarity Chance ||&lt;br /&gt;
Probabilities to get a rare equipment (Force Shield, Phase clothes, Shade armor, Power armor) over a non-rare:&lt;br /&gt;
*Peerless = &amp;gt;25% base chance&lt;br /&gt;
*Average = 2%? base chance&lt;br /&gt;
*Fair/Crude = 0% chance&lt;br /&gt;
*Rarity Chance is multiplied directly by Luck of the Draw [[training]] (up to +25%)&lt;br /&gt;
Since there aren&#039;t any rare 1H/2H/staffs, this roll isn&#039;t done for these types of equipment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Suffix]] Roll || None ||&lt;br /&gt;
*Limited selection based on type&lt;br /&gt;
*[[Quality]] must be Fair or higher; guaranteed at Superior or higher&lt;br /&gt;
|-&lt;br /&gt;
|PAB Rolls || 0 || [[Quality]] and Tier&lt;br /&gt;
*Certain PABs cannot be rolled depending on the slot (e.g. STR on Staffs)&lt;br /&gt;
*Phase has ~3.5% chance of having 0&lt;br /&gt;
*Staffs have 5% or 6.25% chance of having 0, depending on the type&lt;br /&gt;
*Maximum of 2 at Superior/Exquisite [[quality]]&lt;br /&gt;
*At Legendary/Peerless [[quality]] will always have 3 (4 for Light armor)&lt;br /&gt;
*Suffixes may add additional PABs (e.g. Arcanist)&lt;br /&gt;
|-&lt;br /&gt;
|[[Prefix]] Roll || Pre-determined, requires &amp;quot;Superior&amp;quot; or higher || See [[Equipment_Prefixes#Chances|chart]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Artifact]] Roll || 0.2% || &lt;br /&gt;
*Archaeologist [[training]] (up to 2x)&lt;br /&gt;
*[[Random Encounter]] bonus (2.5x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Collectable]] Roll || 1%? || N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[Token]] Roll || 0.2% ||&lt;br /&gt;
*Does not involve [[Soul Fragment]]s which are solely from [[Random Encounter]]s&lt;br /&gt;
*[[Random Encounter]] bonus (2.5x)&lt;br /&gt;
*[[Arena]] Challenge / [[Ring of Blood]] clear bonus (15-25%?)&lt;br /&gt;
*Tokenizer [[hath perks]] (up to 4x)&lt;br /&gt;
|-&lt;br /&gt;
|T.Type Roll || 20% / 80% &amp;lt;br&amp;gt;(Blood / Chaos) || Tokenizer [[hath perks]]&lt;br /&gt;
|-&lt;br /&gt;
|I.Type Roll || 35% / 35% / 10%? / 10% / 4%? / 4% / 2% &amp;lt;br&amp;gt;(Restoratives / [[Crystals]] / [[Scrolls]] / [[Food]] / [[Infusions]] / [[Shards]] / [[Special Items]]) ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|R.Quality Roll || 79% / 19% / 2% &amp;lt;br&amp;gt;(Draught / Potion / Elixir) || N/A&lt;br /&gt;
|-&lt;br /&gt;
|C.Type Roll || Equal || N/A&lt;br /&gt;
|-&lt;br /&gt;
|C.Multiplier || 1x ||&lt;br /&gt;
*[[Difficulty]] (up to 3x)&lt;br /&gt;
*[[Grindfest]] round bonus (up to 3x)&lt;br /&gt;
**The two above cannot combined to more than 5x&lt;br /&gt;
*Crystarium [[Hath Perks]] (up to 10x)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|F.Quality Roll || 90/5/5? ||&lt;br /&gt;
*[[Difficulty]] (up to 5x better for T2/T3)&lt;br /&gt;
*Happy Pills are not affected by anything --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occurrences==&lt;br /&gt;
*Loot drop rolls only occur after clearing a [[battle]] round (with the exception of power-ups, which drop immediately after defeating a monster). There is a maximum of 1 drop per defeated monster.&lt;br /&gt;
*Guaranteed drops occur after clearing [[Random Encounter]]s, [[Ring of Blood]], and [[Arena]] challenges in addition to the last round&#039;s normal drop chances.&lt;br /&gt;
*For [[trophies]], the drop is guaranteed except in the non-final rounds of the level 225+ [[Arena#Arena_Challenges|arena challenges]] where it is a static 10% chance.&lt;br /&gt;
*No drops occur if the player is at 0 [[stamina]].&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
[[Grindfest]] and [[Item World]] have a fixed &amp;quot;rare drop&amp;quot; decrease modifier for [[artifact]] and [[token]] drop rates at Nightmare and lower [[difficulties]].&lt;br /&gt;
&lt;br /&gt;
==Increased Drop Chances==&lt;br /&gt;
Scavenger, Quartermaster, and Archaeologist [[training]] affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 15%. Scavenger increases a player&#039;s chance of getting both equipment and artifacts as there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. Fighting more difficult monsters also gives an additional 0-15% drop rate, making the maximum drop rate 27.5% with maxed Scavenger and a monster with at least 1250PL. Additionally, because equipment rolls occur before artifact rolls, increasing Quartermaster will &#039;&#039;slightly&#039;&#039; reduce a player&#039;s chance of getting artifacts and other items.&lt;br /&gt;
&lt;br /&gt;
Drop chance can be determined by the following formula (Base_loot_drop = 0.10):&lt;br /&gt;
 Loot_drop = Base_loot_drop * (1 + Scavenger_level * 0.01) + Monster_PL_bonus&lt;br /&gt;
True equipment drop chance can be determined by the following formula (Base_equipment_drop = 0.025):&lt;br /&gt;
 Equipment_drop = Loot_drop * (Base_equipment_drop * (1 + Quartermaster_level * 0.05)&lt;br /&gt;
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):&lt;br /&gt;
 Artifact_drop = (Loot_drop - Equipment_drop) * (Base_artifact_drop * (1 + Archaeologist_level * 0.1))&lt;br /&gt;
Other loot always has a 100% chance of dropping when a player rolls for a drop, and subsequent equipment and artifact rolls fail. More information about drop chances can be found [[Loot Drop Rolls|here]].&lt;br /&gt;
&lt;br /&gt;
Formula for other loot:&lt;br /&gt;
 Other_drop = (Loot_drop - Equipment_drop - Artifact_drop) * (Base_other_drop)&lt;br /&gt;
&#039;&#039;(Base_other_drop is the numerical value for a specific item, i.e. percentage_value / 100. It is possible to also combine the base drop chances of several items to get their true combined drop chance).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Credits]]==&lt;br /&gt;
Credits can only drop from monsters that did not drop anything else; &#039;&#039;&#039;however&#039;&#039;&#039;, the credit drop chance is static (~20%?) and is &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything (e.g. increasing Scavenger does not negatively impact credit drop chance in any significant way).&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
*Easter events strictly use [[difficulty]] as the only modifier for event item drop chance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Items]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55877</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55877"/>
		<updated>2022-01-03T20:25:13Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Melee Weapon */ note on FRD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
* Users of [[Skills#Special_Skills|FUS RO DAH]] (usually 2H and Niten players on difficult content) like to have some attack speed in order to be able to reapply it just after the stun wears off to minimize hits taken. This is usually achieved by using (Agile) Light armor, but other options include Swiftness weapons and the Swift Strike [[Item World]] potency.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; or Leather &amp;quot;of Protection&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage Shade of the Shadowdancer.&lt;br /&gt;
** At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The &amp;quot;Savage&amp;quot; [[prefix]] gives an offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters. The &amp;quot;Mithril&amp;quot; [[prefix]] should be considered for melee styles other than 1H, who want to [[The_Forge#Shards|featherweight]] their heavy armor. If you&#039;re having trouble surviving, consider using a piece of Shielding Plate.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
1H Heavy should use less AGI whilst other styles care about evade and should use more, especially when using Light armor. INT provides SP which is useful for [[Spirit Stance]] and slightly helpful for 1H, but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
See also [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=194413&amp;amp;view=findpost&amp;amp;p=4507093| Superlatanium&#039;s guidelines] for auctionable items for (slightly outdated) help on which equipment is valuable.&lt;br /&gt;
&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55876</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55876"/>
		<updated>2022-01-03T20:15:49Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Mage Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; or Leather &amp;quot;of Protection&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage Shade of the Shadowdancer.&lt;br /&gt;
** At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The &amp;quot;Savage&amp;quot; [[prefix]] gives an offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters. The &amp;quot;Mithril&amp;quot; [[prefix]] should be considered for melee styles other than 1H, who want to [[The_Forge#Shards|featherweight]] their heavy armor. If you&#039;re having trouble surviving, consider using a piece of Shielding Plate.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
1H Heavy should use less AGI whilst other styles care about evade and should use more, especially when using Light armor. INT provides SP which is useful for [[Spirit Stance]] and slightly helpful for 1H, but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
See also [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=194413&amp;amp;view=findpost&amp;amp;p=4507093| Superlatanium&#039;s guidelines] for auctionable items for (slightly outdated) help on which equipment is valuable.&lt;br /&gt;
&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55875</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55875"/>
		<updated>2022-01-03T20:15:13Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Equipment */ added link to super&amp;#039;s auctionable equipment guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; or Leather &amp;quot;of Protection&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage Shade of the Shadowdancer.&lt;br /&gt;
** At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The &amp;quot;Savage&amp;quot; [[prefix]] gives an offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters. The &amp;quot;Mithril&amp;quot; [[prefix]] should be considered for melee styles other than 1H, who want to [[The_Forge#Shards|featherweight]] their heavy armor. If you&#039;re having trouble surviving, consider using a piece of Shielding Plate.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
1H Heavy should use less AGI whilst other styles care about evade and should use more, especially when using Light armor. INT provides SP which is useful for [[Spirit Stance]] and slightly helpful for 1H, but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
See also [https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=194413&amp;amp;view=findpost&amp;amp;p=4507093| Superlatanium&#039;s guidelines] for auctionable items for (slightly outdated) help on which equipment is valuable.&lt;br /&gt;
&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55874</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55874"/>
		<updated>2022-01-03T20:08:42Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Melee Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; or Leather &amp;quot;of Protection&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage Shade of the Shadowdancer.&lt;br /&gt;
** At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The &amp;quot;Savage&amp;quot; [[prefix]] gives an offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters. The &amp;quot;Mithril&amp;quot; [[prefix]] should be considered for melee styles other than 1H, who want to [[The_Forge#Shards|featherweight]] their heavy armor. If you&#039;re having trouble surviving, consider using a piece of Shielding Plate.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
1H Heavy should use less AGI whilst other styles care about evade and should use more, especially when using Light armor. INT provides SP which is useful for [[Spirit Stance]] and slightly helpful for 1H, but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55873</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55873"/>
		<updated>2022-01-03T20:05:24Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Melee Armor */ More in depth on heavy armors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; or Leather &amp;quot;of Protection&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage Shade of the Shadowdancer.&lt;br /&gt;
** At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The &amp;quot;Savage&amp;quot; [[prefix]] gives an offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters. The &amp;quot;Mithril&amp;quot; [[prefix]] should be considered for melee styles other than 1H, who want to [[The_Forge#Shards|featherweight]] their heavy armor. If you&#039;re having trouble surviving, consider using a piece of Shielding Plate.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55872</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55872"/>
		<updated>2022-01-03T19:44:47Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Melee Weapon */ Updated and added IW suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad&#039;&#039;&#039;.&lt;br /&gt;
*[[Detailed_Equip_Characteristics#Weapons|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
:* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting [[Fighting_Styles#One-Handed|Overwhelming Strikes]] stacks.&lt;br /&gt;
:* Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.&lt;br /&gt;
:* The best [[Item World]] potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don&#039;t use imperil.&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]])&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)&lt;br /&gt;
:* The best [[Item World]] potency is Overpower, unless you&#039;re using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you&#039;re going for a crit build.&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.&lt;br /&gt;
:* For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option. &lt;br /&gt;
:* Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.&lt;br /&gt;
:* Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.&lt;br /&gt;
:* Club of Slaughter + Rapier of the Nimble is an in-between option.&lt;br /&gt;
:* Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.&lt;br /&gt;
:* Shortswords can work in the main hand (Slaughter) or offhand (Balance).&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
:* Again, Overpower is the best [[Item World]] potency unless you&#039;re using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
:* Again, the best [[Item World]] potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55871</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55871"/>
		<updated>2022-01-03T16:22:57Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Monster Lab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Equipment_Prefixes#Ethereal|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad/inferior&#039;&#039;&#039;.&lt;br /&gt;
*[[Equipment_Prefixes#Elementa|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they don&#039;t need particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.&lt;br /&gt;
:* This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with [[Items#Restoratives|Consumables]]&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]] or holy spells)&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.&lt;br /&gt;
:* Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense. &lt;br /&gt;
:* Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense&lt;br /&gt;
:* Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the [[Skills#Special_Skills|FUS RO DAH]] skill.&lt;br /&gt;
:* Do note that while Shortswords are not mentioned in any of the previous setups, that doesn&#039;t mean that they&#039;re not fit play DW.&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of [[Monster_Lab#Chaos_Upgrades|Scavenging]] per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55870</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55870"/>
		<updated>2022-01-03T16:20:30Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Monster Lab */ Math for optimizing gifts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Equipment_Prefixes#Ethereal|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad/inferior&#039;&#039;&#039;.&lt;br /&gt;
*[[Equipment_Prefixes#Elementa|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they don&#039;t need particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.&lt;br /&gt;
:* This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with [[Items#Restoratives|Consumables]]&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]] or holy spells)&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.&lt;br /&gt;
:* Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense. &lt;br /&gt;
:* Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense&lt;br /&gt;
:* Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the [[Skills#Special_Skills|FUS RO DAH]] skill.&lt;br /&gt;
:* Do note that while Shortswords are not mentioned in any of the previous setups, that doesn&#039;t mean that they&#039;re not fit play DW.&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.&lt;br /&gt;
**Slight exception being that it&#039;s worth upgrading 1 level of scavenger per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 scavenger levels per 1 of everything else.&lt;br /&gt;
*Use [[crystals]] instead of happy pills to boost morale until you have stronger monsters (PL 400+)&lt;br /&gt;
*Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It&#039;s more economical to sell excess crystals.&lt;br /&gt;
*Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55861</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55861"/>
		<updated>2022-01-02T22:40:02Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Mage Builds */ linking Nezu&amp;#039;s awesome guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Equipment_Prefixes#Ethereal|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad/inferior&#039;&#039;&#039;.&lt;br /&gt;
*[[Equipment_Prefixes#Elementa|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they don&#039;t need particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.&lt;br /&gt;
:* This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with [[Items#Restoratives|Consumables]]&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]] or holy spells)&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.&lt;br /&gt;
:* Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense. &lt;br /&gt;
:* Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense&lt;br /&gt;
:* Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the [[Skills#Special_Skills|FUS RO DAH]] skill.&lt;br /&gt;
:* Do note that while Shortswords are not mentioned in any of the previous setups, that doesn&#039;t mean that they&#039;re not fit play DW.&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
(Also check out [https://forums.e-hentai.org/index.php?showtopic=246193| Nezu&#039;s Mage Equipment Guide].)&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55860</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55860"/>
		<updated>2022-01-02T22:37:49Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: Added a helpful scripts and resources section. Please add more!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Equipment_Prefixes#Ethereal|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad/inferior&#039;&#039;&#039;.&lt;br /&gt;
*[[Equipment_Prefixes#Elementa|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they don&#039;t need particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.&lt;br /&gt;
:* This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with [[Items#Restoratives|Consumables]]&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]] or holy spells)&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.&lt;br /&gt;
:* Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense. &lt;br /&gt;
:* Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense&lt;br /&gt;
:* Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the [[Skills#Special_Skills|FUS RO DAH]] skill.&lt;br /&gt;
:* Do note that while Shortswords are not mentioned in any of the previous setups, that doesn&#039;t mean that they&#039;re not fit play DW.&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Helpful [[Scripts_%26_Tools|Scripts]] and Resources==&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211039 Monsterbation] greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showtopic=211883 HVUtils] revamps the interface, adding many convenient features and quality of life improvements.&lt;br /&gt;
* hvmarket.xyz is a great way to buy and sell items, often for much better than bazaar prices.&lt;br /&gt;
* [https://forums.e-hentai.org/index.php?showforum=75 The Forums]. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55859</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55859"/>
		<updated>2022-01-02T22:19:51Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Strategies for Experience gain */ Updated with new stamina and arenas, and mentioning IW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Equipment_Prefixes#Ethereal|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad/inferior&#039;&#039;&#039;.&lt;br /&gt;
*[[Equipment_Prefixes#Elementa|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they don&#039;t need particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.&lt;br /&gt;
:* This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with [[Items#Restoratives|Consumables]]&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]] or holy spells)&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.&lt;br /&gt;
:* Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense. &lt;br /&gt;
:* Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense&lt;br /&gt;
:* Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the [[Skills#Special_Skills|FUS RO DAH]] skill.&lt;br /&gt;
:* Do note that while Shortswords are not mentioned in any of the previous setups, that doesn&#039;t mean that they&#039;re not fit play DW.&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.&lt;br /&gt;
&lt;br /&gt;
After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much [[Item_World#Potency_Experience|PXP]] to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55858</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55858"/>
		<updated>2022-01-02T21:56:07Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: Merged a couple more sections and some minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low.&lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, which makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
*You can buy and sell items on hvmarket.xyz -&amp;gt; this is a trading platform designed for trading HV consumables&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through hvmarket.xyz -&amp;gt; a platform specifically designed for trading HV items. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55857</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55857"/>
		<updated>2022-01-02T21:21:14Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Items */ Not sure if I understood the old TT&amp;amp;T comment but hopefully this is clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low.&lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Playable at higher difficulty, but weak at a certain level range where monsters become tanky and you don&#039;t have faster imperil unlocked yet. Therefore this style really starts to shine after level 310.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.  &lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. &lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Not recommended before level 310.&lt;br /&gt;
**Uses primarily damage and evasion stats.&lt;br /&gt;
**Fairly expensive to be powerful.&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Philosophy===&lt;br /&gt;
*Efficiency and enduring attacks.&lt;br /&gt;
**Uses high defenses combined with the regen spell to survive most attacks. Uses Parry, Evade or Block as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before [[level]] 200 to ensure the attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
*You can buy and sell items on hvmarket.xyz -&amp;gt; this is a trading platform designed for trading HV consumables&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through hvmarket.xyz -&amp;gt; a platform specifically designed for trading HV items. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55856</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55856"/>
		<updated>2022-01-02T21:12:12Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Monster Lab */ recommending quantity over quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low.&lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Playable at higher difficulty, but weak at a certain level range where monsters become tanky and you don&#039;t have faster imperil unlocked yet. Therefore this style really starts to shine after level 310.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.  &lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. &lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Not recommended before level 310.&lt;br /&gt;
**Uses primarily damage and evasion stats.&lt;br /&gt;
**Fairly expensive to be powerful.&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Philosophy===&lt;br /&gt;
*Efficiency and enduring attacks.&lt;br /&gt;
**Uses high defenses combined with the regen spell to survive most attacks. Uses Parry, Evade or Block as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before [[level]] 200 to ensure the attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
*You can buy and sell items on hvmarket.xyz -&amp;gt; this is a trading platform designed for trading HV consumables&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through hvmarket.xyz -&amp;gt; a platform specifically designed for trading HV items. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55801</id>
		<title>HentaiVerse Advice Advanced</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice_Advanced&amp;diff=55801"/>
		<updated>2021-12-17T21:27:12Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Melee Weapon */ elemental not better than ethereal for smaller weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Weapon===&lt;br /&gt;
Do note that the following are general guidelines to help you choose your weapons. &#039;&#039;&#039;These are not absolute rules&#039;&#039;&#039; about what is good or what is bad.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that every player has his own preferences/tastes, so please &#039;&#039;&#039;do not label given equipment as better or bad&#039;&#039;&#039; when giving advice yourself and &#039;&#039;&#039;be wary&#039;&#039;&#039; of higher level players who may attempt to bend your choices by doing so.&lt;br /&gt;
&lt;br /&gt;
*[[Equipment_Prefixes#Ethereal|Ethereal]] versions of &amp;quot;bigger&amp;quot; weapons (axe, club, all two-handed) are &#039;&#039;usually&#039;&#039; preferred for builds that require as much evade as possible, as they have no [[Burden]]. &#039;&#039;&#039;It does not mean that other ones are bad/inferior&#039;&#039;&#039;.&lt;br /&gt;
*[[Equipment_Prefixes#Elementa|Elemental]] versions are good for smaller weapons (Burden&amp;lt;=7: rapiers, shortswords, wakizashis), as you can negate their [[Burden]] and [[Interference]] completely with a [[The_Forge#Shards|Featherweight Shard]].&lt;br /&gt;
* Rapiers/Estocs have a low base damage output, but the [[Equipment_Procs|Penetrated Armor]] can lower the monster&#039;s [[Damage#Monsters|Physical Mitigation]] by 25~75%.&lt;br /&gt;
:*Rapiers and Estocs are the go-to choice for their ease of play, as they don&#039;t need particular equipment setups/gameplay strats to perform well.&lt;br /&gt;
* Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.&lt;br /&gt;
:* Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster&#039;s [[Damage#Monsters|Physical Mitigation]]&lt;br /&gt;
* Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the [[Equipment_Procs|Bleeding Wound]] proc is rather weak if used alone.&lt;br /&gt;
:* While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.&lt;br /&gt;
:* These builds/strats can&#039;t be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.&lt;br /&gt;
* &#039;&#039;&#039;1H&#039;&#039;&#039;: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).&lt;br /&gt;
:* While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense.&lt;br /&gt;
:* A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.&lt;br /&gt;
:* Kite Shields are &#039;&#039;usually&#039;&#039; discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.&lt;br /&gt;
* &#039;&#039;&#039;Imperil 1H&#039;&#039;&#039;: This variant of 1H is typically played with a Shortsword of Slaughter or a Rapier of Slaughter and a Force Shield with high Block chance.&lt;br /&gt;
:* This variant is faster than regular 1H, at the cost of requiring the usage of scripts as well as consumables&lt;br /&gt;
* &#039;&#039;&#039;2H&#039;&#039;&#039;: There are no particular better choices. Following the general weapon choice guidelines is enough.&lt;br /&gt;
:* Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay&lt;br /&gt;
:* Battlecaster can only be interesting in expert strats, Vampire/Illithid/Banshee are usually unwanted due to Siphon Health/Mana/Spirit being rather weak and easily replaceable with [[Items#Restoratives|Consumables]]&lt;br /&gt;
:* At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use [[The_Forge#Shards|Voidseeker Shards]] to deal with your lack of accuracy on top of dealing void damage&lt;br /&gt;
:* Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often.&lt;br /&gt;
:* Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster&#039;s physical mitigation at higher levels (this can be handled with [[Spells#Imperil|Imperil]] or holy spells)&lt;br /&gt;
:* Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters), at the cost of having a mediocre damage output&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039;: There are various weapon combinations that allow to excel in various domains, depending on your goals and personal taste. The following are combinations that are often used, but again this is not a golden rule to follow.&lt;br /&gt;
:* Rapier of Slaughter/the Nimble + Wakizashi of the Nimble - low raw damage output, but top notch parry chance and able to get rid of monster physical mitigation.&lt;br /&gt;
:* Club of Slaughter + Rapier of Balance/the Nimble - Good offensive combination but lacks defense. &lt;br /&gt;
:* Axe of Slaughter + Club/Rapier of balance - High damage output, but (very) low defense&lt;br /&gt;
:* Rapier + Wakizashi of Swiftness - High attack speed. This is one of the best combinations to get the most out of the [[Skills#Special_Skills|FUS RO DAH]] skill.&lt;br /&gt;
:* Do note that while Shortswords are not mentioned in any of the previous setups, that doesn&#039;t mean that they&#039;re not fit play DW.&lt;br /&gt;
:* In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.&lt;br /&gt;
* &#039;&#039;&#039;Niten&#039;&#039;&#039;: It&#039;s all about what Katana and what Wakizashi you will use. There is no particular better setup.&lt;br /&gt;
:* Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.&lt;br /&gt;
:* Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.&lt;br /&gt;
&lt;br /&gt;
===Melee Armor===&lt;br /&gt;
*&#039;&#039;&#039;Light&#039;&#039;&#039;: Leather &amp;quot;of Protection&amp;quot; or Shade &amp;quot;of Fleet/Shadowdancer&amp;quot; gears are suggested. If possible, Reinforced [[prefix#Armor_Prefixes|prefix]] on Leather and Savage prefix on Shades.&lt;br /&gt;
** Shade is recommended only at higher levels as it is more difficult to repair and has lower damage mitigation. Once stats scale enough it offers a better defense/offense layer though.&lt;br /&gt;
*&#039;&#039;&#039;Heavy&#039;&#039;&#039;: For lower levels, &amp;quot;of Protection&amp;quot; in combination with &amp;quot;of Warding&amp;quot; suffix is prefered. At high levels, &amp;quot;of Slaughter&amp;quot; suffix is faster. &amp;quot;Savage&amp;quot; [[prefix]] gives offensive bonus, but any elemental prefix is better for defense. &amp;quot;Ruby&amp;quot; and &amp;quot;Zircon&amp;quot; provide a bit more safety against average pool of monsters.&lt;br /&gt;
&lt;br /&gt;
===Melee Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
Heavy armor players should use less AGI whilst Light armor players should use more. INT provides SP which is useful for [[Spirit Stance]], but is not necessary.&lt;br /&gt;
The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|DEX || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Above your level || (Mid-low/High depending on builds)&lt;br /&gt;
|-&lt;br /&gt;
|END || Above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|INT || 0 to Level * ~0.7 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Around your level || Mid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Better Heartseeker.&lt;br /&gt;
*&#039;&#039;&#039;Optional&#039;&#039;&#039;: Better Silence.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should aim for 150%+ after [[level]] 200 against high PL monsters that have higher evasion.&lt;br /&gt;
*Accuracy above 200% has no use&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Getting Started===&lt;br /&gt;
*Step 1: Gain [[Proficiency]]&lt;br /&gt;
Play in melee style, and cast in each round: one deprecating spell (weaken or imperil) and one spell of the element that you want to play. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on [[Forums#WTS|WTS]]. It is advised to train 1 to 5 levels of Assimilator [[training]]. &lt;br /&gt;
&lt;br /&gt;
*Step 2: Gearing Up&lt;br /&gt;
Go on the lookout for decent Legendary Phase of &#039;&#039;your element&#039;&#039; and a matching staff (see [[#Mage Weapon|Mage Weapon]]) on the auctions. &lt;br /&gt;
Once you get an armor piece switch back to 1H and [[Item World]] it to get Juggernaut [[Potency]] (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 [[proficiency]] cotton or 3 phase + 2 [[proficiency]] cotton. End goal is to get [[Proficiency#Effects|proficiency factor]] of at least:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Mage build&lt;br /&gt;
!Imperil style&lt;br /&gt;
!Prof factor&lt;br /&gt;
|-&lt;br /&gt;
|Elemental|| Imperil || 0.79&lt;br /&gt;
|-&lt;br /&gt;
|Dark || Imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Dark || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Holy || No imperil || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:&lt;br /&gt;
:* step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]&lt;br /&gt;
:* step 2: [Full forged prof] = [Equip base prof] * 1.342&lt;br /&gt;
:* step 3: [Level 500 equip prof] = [Full forged prof] * 15&lt;br /&gt;
:* step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]&lt;br /&gt;
:* step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1&lt;br /&gt;
&lt;br /&gt;
*Step 3: Getting Somewhere&lt;br /&gt;
Once your effective elemental [[proficiency]] goes above your [[level]] it&#039;s time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the [[difficulty]] a bit and include Imperil as you&#039;ll have to get up deprecating [[proficiency]] as well to be effective. Start each round with imperiling then cast a T3 [[spell]]. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you&#039;re likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency [[Hath Perk]] for your element at this stage.&lt;br /&gt;
&lt;br /&gt;
*Step 4: Looking Forward&lt;br /&gt;
You now should have at least 0.68 proficiency factor. You should have your base set bought and IW&#039;ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where [[Forging]] gets relatively expensive.&lt;br /&gt;
&lt;br /&gt;
===Mage Weapon===&lt;br /&gt;
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use. &lt;br /&gt;
**Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for [[Holy]] spells, Willow/Katalox for [[Dark]] spells.&lt;br /&gt;
**Redwood is the cheapest alternative for new players.&lt;br /&gt;
**MDB &amp;gt; EDB ≥ Proficiencies&lt;br /&gt;
**Try to find a [[prefix]], [[equipment#staffs|slot name]] and [[suffix]] combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren&#039;t. Destruction suffix is considered as a jolly when possible.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
*Matching Phase gear of the element you use, with a [[prefix#Armor_Prefixes|prefix]] if you can get it. Recommended to stick with one element.&lt;br /&gt;
*[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) to get the proficiency factor you need (0.68 for elemental mage).&lt;br /&gt;
*EDB &amp;gt; PAB ≥ Evade, generally speaking.&lt;br /&gt;
*Charged prefix increases survival chance&lt;br /&gt;
&lt;br /&gt;
===Mage Stats===&lt;br /&gt;
(Does not include stats from [[equipment]]).&lt;br /&gt;
&lt;br /&gt;
END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Equal to&lt;br /&gt;
!Priority&lt;br /&gt;
|-&lt;br /&gt;
|STR || Can be kept at 0 || Lowest&lt;br /&gt;
|-&lt;br /&gt;
|DEX || A bit above your level || Mid&lt;br /&gt;
|-&lt;br /&gt;
|AGI || Somewhat above your level || High&lt;br /&gt;
|-&lt;br /&gt;
|END || Well above your level || Highest&lt;br /&gt;
|-&lt;br /&gt;
|INT || Above your level || Mid-High&lt;br /&gt;
|-&lt;br /&gt;
|WIS || Above your level || Mid-High&lt;br /&gt;
|}&lt;br /&gt;
note: adding STR increases spirit, but that does not improve [[Spells#Supportive_Spells|Spirit Shield]]&lt;br /&gt;
&lt;br /&gt;
===Mage Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Recommended&#039;&#039;&#039;: Cloth armor abilities, Staff magic damage, Better Arcane Focus.&lt;br /&gt;
*&#039;&#039;&#039;Holy Build&#039;&#039;&#039;: Holy spells, Holy Imperil, Spike Shield (type to your own taste)&lt;br /&gt;
*&#039;&#039;&#039;Dark Build&#039;&#039;&#039;: Dark spells, Dark Imperil, Spike Shield (type to your own taste).&lt;br /&gt;
*&#039;&#039;&#039;Elemental Builds&#039;&#039;&#039;: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).&lt;br /&gt;
*&#039;&#039;&#039;Discouraged&#039;&#039;&#039;: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment]]==&lt;br /&gt;
Principles for worthy equipment, in order of importance:&lt;br /&gt;
# Suitability to the playing style (refer to [[Equipment Ranges]] for max/min base values)&lt;br /&gt;
#* High weapon damage (&#039;&#039;of Slaughter&#039;&#039;) for main-hand one-handed weapons (Rapier, Club) and two-handed weapons&lt;br /&gt;
#* High parry chance for off-hand weapons (Rapier, Wakizashi)&lt;br /&gt;
#**Alternatively, high attack accuracy so procs will occur more often&lt;br /&gt;
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])&lt;br /&gt;
#* High MDB/EDB for staffs&lt;br /&gt;
#* High EDB for Phase armor&lt;br /&gt;
#* High Evade/ADB/PABs for Shade, high Crit rate for &#039;&#039;of Shadowdancer&#039;&#039; suffix &lt;br /&gt;
#* High ADB for Power armor &#039;&#039;of Slaughter&#039;&#039;&lt;br /&gt;
#* High mitigation (&#039;&#039;of Protection&#039;&#039;) for Plate and Power armor&lt;br /&gt;
#* High Block rate for [[Shield_(Equipment)|shields]] and &#039;&#039;Shielding&#039;&#039; prefixed armor&lt;br /&gt;
# [[Ethereal]] weapons&lt;br /&gt;
#* Rare and worth more than normal equips because of [[Void]] damage&lt;br /&gt;
# Rarity &lt;br /&gt;
#* Rare equips: Phase, Shade, Power, Force&lt;br /&gt;
# [[Equipment#Prefixes|Prefix]]&lt;br /&gt;
#* Better quality produces better equips&lt;br /&gt;
# Primary Attribute Bonuses&lt;br /&gt;
#* Make sure the equips have the best PAB for specific styles.&lt;br /&gt;
#** INT/WIS for mage builds.&lt;br /&gt;
#** STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.&lt;br /&gt;
&lt;br /&gt;
==[[Hath Perks]]==&lt;br /&gt;
===Stat Perks===&lt;br /&gt;
Vigorous Vitality -&amp;gt; Effluent Ether&lt;br /&gt;
&lt;br /&gt;
*VV/EE increases your base HP/MP, so restorative items will have a greater impact.&lt;br /&gt;
*Melee can skip EE as it carries no major benefit for them.&lt;br /&gt;
&lt;br /&gt;
Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.&lt;br /&gt;
&lt;br /&gt;
===[[Innate Arcana]]===&lt;br /&gt;
*1st: Spark of Life&lt;br /&gt;
*2nd: Spirit Shield&lt;br /&gt;
*3rd: Haste/Shadow Veil/Protection&lt;br /&gt;
&lt;br /&gt;
Spark of Life is less necessary when playing on low [[difficulty]]. Remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will &#039;&#039;&#039;not&#039;&#039;&#039; be recast if you are below 25% and its effect is triggered.&lt;br /&gt;
Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.&lt;br /&gt;
&lt;br /&gt;
===[[Damage]] Perks===&lt;br /&gt;
The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income. &lt;br /&gt;
&lt;br /&gt;
===[[Proficiency]] Perks===&lt;br /&gt;
For mages: Elemental proficiency perk for your element -&amp;gt; Evil Enchantress when playing Imperil style. &lt;br /&gt;
&lt;br /&gt;
===[[Crystal]] Perks===&lt;br /&gt;
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).&lt;br /&gt;
&lt;br /&gt;
=== Other Perks===&lt;br /&gt;
After the ones mentioned above, consider the following:&lt;br /&gt;
Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;God Strategies&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategies for [[Experience]] gain==&lt;br /&gt;
Most experience is gained when stamina is above 80. Best battles for experience gain are the last 6 arena&#039;s. Highest possible experience gain per round is Dances With Dragons arena at stamina above 80. Note that one point of stamina is lost every 25 rounds when stamina is above 80, and one per 50 rounds when stamina is below 80.&lt;br /&gt;
&lt;br /&gt;
Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.&lt;br /&gt;
&lt;br /&gt;
==[[Ring of Blood]] Strategies==&lt;br /&gt;
*Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.&lt;br /&gt;
*Mages: &lt;br /&gt;
**Strategy: Don&#039;t play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. You can also use infusions to raise the spell&#039;s power.&lt;br /&gt;
*Melee: &lt;br /&gt;
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you&#039;ll receive more damage.&lt;br /&gt;
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.&lt;br /&gt;
**Strategy: Just beware of the health left. Always keep Silence on.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator. &lt;br /&gt;
*Train Adept Learner to ~100. Possibly more when you&#039;ll raise your level.&lt;br /&gt;
*Train Assimilator to ~5 to increase the proficiency gain rate, so you&#039;ll be able to raise proficiency to above your level. &lt;br /&gt;
*Train [[Ability]] Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.&lt;br /&gt;
*Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).&lt;br /&gt;
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.&lt;br /&gt;
**Note that Quartermaster slightly decreases the drop chance of [[Tokens]] and [[artifacts]].&lt;br /&gt;
*Set Collector isn&#039;t useful unless you have enough [[equipment]] and want to try different [[play styles]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL. Same goes for STR in case of monsters without physical attacks.&lt;br /&gt;
*Don&#039;t use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).&lt;br /&gt;
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging &amp;gt; Fortitude &amp;gt; Swiftness &amp;gt; Brutality &amp;gt; Dissipation &amp;gt; (Everything Else)&lt;br /&gt;
**Chaos upgrades do not slow a monster&#039;s [[morale]] drain rate in the current version of the HentaiVerse&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters which haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Remember to name your monsters&#039; [[Monster_Lab#Skill_Editor|special attacks]] or they won&#039;t be used in [[combat]]. Tip: you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won&#039;t get gifts from them.&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
**5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.&lt;br /&gt;
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.&lt;br /&gt;
*Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55800</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55800"/>
		<updated>2021-12-17T21:23:08Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: /* Level 310+ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low.&lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Playable at higher difficulty, but weak at a certain level range where monsters become tanky and you don&#039;t have faster imperil unlocked yet. Therefore this style really starts to shine after level 310.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.  &lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. &lt;br /&gt;
&lt;br /&gt;
Other melee styles will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
Beginner mages will find staff mage to be easiest on the schoolgirl arenas, due to the low damage and high hp of schoolgirls. 1h mage may be more suitable on non-schoolgirl arenas.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Not recommended before level 310.&lt;br /&gt;
**Uses primarily damage and evasion stats.&lt;br /&gt;
**Fairly expensive to be powerful.&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Philosophy===&lt;br /&gt;
*Efficiency and enduring attacks.&lt;br /&gt;
**Uses high defenses in combined with regen [[spell]] to survive most attacks. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before [[level]] 200 to ensure the attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55799</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=55799"/>
		<updated>2021-12-17T21:22:27Z</updated>

		<summary type="html">&lt;p&gt;Mathl33t: Merged style specific advice with previous summary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low.&lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Playable at higher difficulty, but weak at a certain level range where monsters become tanky and you don&#039;t have faster imperil unlocked yet. Therefore this style really starts to shine after level 310.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.  &lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. &lt;br /&gt;
&lt;br /&gt;
Other melee styles will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides and even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
Beginner mages will find staff mage to be easiest on the schoolgirl arenas, due to the low damage and high hp of schoolgirls. 1h mage may be more suitable on non-schoolgirl arenas.&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mage Builds==&lt;br /&gt;
===Mage Philosophy===&lt;br /&gt;
*Glass Cannon: kill them faster than they kill you.&lt;br /&gt;
**Not recommended before level 310.&lt;br /&gt;
**Uses primarily damage and evasion stats.&lt;br /&gt;
**Fairly expensive to be powerful.&lt;br /&gt;
&lt;br /&gt;
==Melee Builds==&lt;br /&gt;
===Melee Philosophy===&lt;br /&gt;
*Efficiency and enduring attacks.&lt;br /&gt;
**Uses high defenses in combined with regen [[spell]] to survive most attacks. Uses either Block, Evade or Parry as a primary defense stat.&lt;br /&gt;
**Still need mana to maintain buffs / cast curative [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*Should have around 100%+ before [[level]] 200 to ensure the attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Leveling Adjustments==&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Imperil.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**Consider TT&amp;amp;T only if you are capable of beating it at PFUDOR [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.&lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Mathl33t</name></author>
	</entry>
</feed>