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		<id>https://ehwiki.org/index.php?title=Spells&amp;diff=25801</id>
		<title>Spells</title>
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		<updated>2013-08-24T15:55:26Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Curative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Information regarding the proficiency/level requirements for spells is due in patch 0.77&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the mana-based spells that are available to players in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Spells are automatically added to a player&#039;s skillbook once they have reached the minimum level &#039;&#039;&#039;and/or&#039;&#039;&#039; [[proficiency]] requirements. Usually it is possible to improve the spell by using [[ability]] points right away but some abilities will only be available at higher levels.&lt;br /&gt;
&lt;br /&gt;
==Spell Costs==&lt;br /&gt;
Spell costs are all a percentage of the player&#039;s [[level]], rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: &#039;Fiery Blast&#039; has a base cost of 5, meaning its MP cost is 5% of the player&#039;s level. At level 51 Fiery Blast costs:&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;roundup(51 * 0.05) = roundup(2.55) = 3 MP&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell costs are further modified by:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Factor&lt;br /&gt;
!▲/▼&lt;br /&gt;
!Amount&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[Interference]] || ▲ || 0.5% per point || Permanent (can be [[The_Forge#Shards|temporarily removed]])&lt;br /&gt;
|-&lt;br /&gt;
|Mana Conservation || ▼ || Stated % || Permanent&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit Stance]] || ▼ || 25% || As long as it can be maintained&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50% || Up to 5 turns (and the monster stays alive to be targeted)&lt;br /&gt;
|-&lt;br /&gt;
|[[Channeling]] || ▼ || 100% || Consumed upon casting&lt;br /&gt;
|-&lt;br /&gt;
|[[The_Forge#Shards|Suffused Aether]] || ▼ || 10% || Up to 1 hour [[The_Forge#Shards|per shard]]&lt;br /&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;Spell Cost&#039;&#039;&#039; = roundup((Level * Base_cost / 100) * (1 + interference * 0.5%) * (1 - mana_conservation) * (1 - spirit_stance) * (1 - coalesced) * (1 - suffused_aether))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].&lt;br /&gt;
&lt;br /&gt;
==Spell Durations==&lt;br /&gt;
The duration of spells lasting more than one turn depends on their base duration, the number of [[Ability Points]] invested (where applicable) and the relevant [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==[[Spell Damage]]==&lt;br /&gt;
&lt;br /&gt;
==Table Legend==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Column&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Tier || The tier of the spell. Can be 1-3.&lt;br /&gt;
|-&lt;br /&gt;
|Level || The minimum [[level]] needed to access the spell.&lt;br /&gt;
|-&lt;br /&gt;
|Prof || The minimum [[proficiency]] needed to access the spell and the maximum needed to get the highest bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|Cost || The base mana cost of the spell and the reduced cost via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|CD || The base cooldown of the spell and the reduced cooldown via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|Targets || The base number of targets the spell can hit and the increased number via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|Duration || The base duration of the spell&#039;s effect and the increased duration via [[abilities]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Offensive Spells==&lt;br /&gt;
These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.&lt;br /&gt;
&lt;br /&gt;
Each [[Monster_Lab#Monster_Classes|type of monster]] has different levels of resistance to each [[damage type]]s, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative [[Spells#Status Effects|status effects]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Tier&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Targets&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
===Elemental===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
====[[Fire]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Fireball.png]]&amp;lt;br&amp;gt;Fiery Blast&lt;br /&gt;
|A ball of fire is hurled at the target.&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Inferno.png‎]]&amp;lt;br&amp;gt;Inferno&lt;br /&gt;
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Nova.png]]&amp;lt;br&amp;gt;Flames of Loki&lt;br /&gt;
|Fire damage.&lt;br /&gt;
|3&lt;br /&gt;
|175?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Cold]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Freeze.png]]&amp;lt;br&amp;gt;Freeze&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Blizzard.png]]&amp;lt;br&amp;gt;Blizzard&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Fimbulvetr.png]]&amp;lt;br&amp;gt;Fimbulvetr&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|3&lt;br /&gt;
|185?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Elec]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Lightning.png‎]]&amp;lt;br&amp;gt;Shockblast&lt;br /&gt;
|A bolt of lightning strikes the target, causing Elec damage.&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Column_Lightning.png‎]]&amp;lt;br&amp;gt;Chained Lightning&lt;br /&gt;
|Elec damage.&lt;br /&gt;
|2&lt;br /&gt;
|50?&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Shockblast.png‎]]&amp;lt;br&amp;gt;Wrath of Thor&lt;br /&gt;
|Elec damage.&lt;br /&gt;
|3&lt;br /&gt;
|195?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
====[[Wind]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Windblast.png]]&amp;lt;br&amp;gt;Gale&lt;br /&gt;
|A blast of wind hits the target, causing Wind damage.&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Gale.png‎]]&amp;lt;br&amp;gt;Downburst&lt;br /&gt;
|Wind damage.&lt;br /&gt;
|2&lt;br /&gt;
|50?&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Storms_of_Njord.png‎]]&amp;lt;br&amp;gt;Storms of Njord&lt;br /&gt;
|Wind damage.&lt;br /&gt;
|3&lt;br /&gt;
|205?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Divine===&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Smite.png]]&amp;lt;br&amp;gt;Smite&lt;br /&gt;
| Holy damage.&lt;br /&gt;
|1&lt;br /&gt;
|85?&lt;br /&gt;
|0/500&lt;br /&gt;
|14&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Banish.png]]&amp;lt;br&amp;gt;Banishment&lt;br /&gt;
|Holy damage.&lt;br /&gt;
|2&lt;br /&gt;
|100?&lt;br /&gt;
|100/700&lt;br /&gt;
|21&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Soul_Fire.png‎]]&amp;lt;br&amp;gt;Paradise Lost&lt;br /&gt;
| Holy damage.&lt;br /&gt;
|3&lt;br /&gt;
|200?&lt;br /&gt;
|200/900&lt;br /&gt;
|30&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dark&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Forbidden===&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Corruption.png‎]]&amp;lt;br&amp;gt;Corruption&lt;br /&gt;
| Dark damage.&lt;br /&gt;
|1&lt;br /&gt;
|85&lt;br /&gt;
|0/500&lt;br /&gt;
|14&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Disintegrate.png‎]]&amp;lt;br&amp;gt;Disintegrate&lt;br /&gt;
|Dark damage.&lt;br /&gt;
|2&lt;br /&gt;
|100?&lt;br /&gt;
|100/700&lt;br /&gt;
|18.5?&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Ragnarok.png‎]]&amp;lt;br&amp;gt;Ragnarok&lt;br /&gt;
|Dark damage.&lt;br /&gt;
|3&lt;br /&gt;
|245&lt;br /&gt;
|200/900&lt;br /&gt;
|28?&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deprecating Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deprecating Spells==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Duration&lt;br /&gt;
&amp;lt;div id=&amp;quot;Drain&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Poison.png]]&amp;lt;br&amp;gt;Drain&lt;br /&gt;
|Inflicts Drain on one target, causing damage over time.&lt;br /&gt;
*&#039;&#039;Damage/healing at end of enemy&#039;s turn = ?% of monster&#039;s current HP&lt;br /&gt;
|10?&lt;br /&gt;
|0?/300?&lt;br /&gt;
|11.5&lt;br /&gt;
|20/15&lt;br /&gt;
|7?&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slow&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Slow.png]]&amp;lt;br&amp;gt;Slow&lt;br /&gt;
|The target is slowed by x%, making it attack less frequently.&lt;br /&gt;
*&#039;&#039;Base action speed reduction: 30%&#039;&#039;&lt;br /&gt;
|20?&lt;br /&gt;
|0?/300?&lt;br /&gt;
|18&lt;br /&gt;
|3&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weaken&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Weaken.png]]&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.&lt;br /&gt;
*&#039;&#039;Base Physical and Magical damage reduction: 25%&#039;&#039;&lt;br /&gt;
|30?&lt;br /&gt;
|0?/345&lt;br /&gt;
|10&lt;br /&gt;
|3/0&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sleep&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Sleep.png‎]]&amp;lt;br&amp;gt;Sleep&lt;br /&gt;
|The target is lulled to sleep, preventing it from taking any actions.&lt;br /&gt;
*&#039;&#039;Base chance of breaking on damage: 90%?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Sleeping monsters cannot attack, evade, parry, or resist attacks?&#039;&#039;&lt;br /&gt;
|50?&lt;br /&gt;
|0?/410&lt;br /&gt;
|22&lt;br /&gt;
|7&lt;br /&gt;
|4/7&lt;br /&gt;
&amp;lt;div id=&amp;quot;Confuse&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Confuse.png‎]]&amp;lt;br&amp;gt;Confuse&lt;br /&gt;
|Confuses the target, making it lunge out wildly and strike friends and foes alike.&lt;br /&gt;
*&#039;&#039;Base chance of breaking on damage: 90%?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base chance of monster hitting itself: 25%?&#039;&#039;&lt;br /&gt;
|60?&lt;br /&gt;
|40?/660&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Imperil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:imperil.png‎]]&amp;lt;br&amp;gt;Imperil&lt;br /&gt;
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.&lt;br /&gt;
*&#039;&#039;Base Physical and Magical defense reduction: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base Fire/Cold/Elec/Wind resistance reduction: 10%&#039;&#039;&lt;br /&gt;
|70?&lt;br /&gt;
|30?/495&lt;br /&gt;
|10&lt;br /&gt;
|3/0&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blind&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
![[Image:Abilities_Blind.png]]&amp;lt;br&amp;gt;Blind&lt;br /&gt;
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.&lt;br /&gt;
*&#039;&#039;Base attack/magic hit chance reduction: 20%&#039;&#039;&lt;br /&gt;
|80?&lt;br /&gt;
|20?/610&lt;br /&gt;
|18&lt;br /&gt;
|7/3&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Silence&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Silence.png]]&amp;lt;br&amp;gt;Silence&lt;br /&gt;
|The target is silenced, preventing it from using special attacks and magic.&lt;br /&gt;
|110?&lt;br /&gt;
|40?/665&lt;br /&gt;
|18&lt;br /&gt;
|10/5&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_MagNet.png‎]]&amp;lt;br&amp;gt;MagNet&lt;br /&gt;
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.&lt;br /&gt;
*&#039;&#039;Slowing effect requires at least 1 AP investment.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Does not disable parrying.&#039;&#039;&lt;br /&gt;
|250?&lt;br /&gt;
|100?/700?&lt;br /&gt;
|22&lt;br /&gt;
|15/10&lt;br /&gt;
|4/9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Supportive Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supportive Spells==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Duration&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Curative Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Curative Spells&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Curative===&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Cure.png]]&amp;lt;br&amp;gt;Cure&lt;br /&gt;
|Restores a moderate amount of Health on the target.&lt;br /&gt;
*&#039;&#039;Base health restored = (base_health / 2) * (1 + supportive_proficiency / 200) * (1 + holy EDB / 100)?&lt;br /&gt;
|5&lt;br /&gt;
|0/???&lt;br /&gt;
|15.5&lt;br /&gt;
|5/2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Regen.png]]&amp;lt;br&amp;gt;Regen&lt;br /&gt;
|Places a heal over time effect on the target.&lt;br /&gt;
*&#039;&#039;Base health restored per turn = ceiling(4.5 * base_health / 100 * (1 + supportive_proficiency / 100))?&lt;br /&gt;
|50?&lt;br /&gt;
|0/???&lt;br /&gt;
|22.5&lt;br /&gt;
|0&lt;br /&gt;
|14/30&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Cure.png]]&amp;lt;br&amp;gt;Full-Cure&lt;br /&gt;
|Fully restores the Health of the target.&lt;br /&gt;
|200&lt;br /&gt;
|0/???&lt;br /&gt;
|47.5&lt;br /&gt;
|10&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Supportive===&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;Protection&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[Image:Abilities_Protection.png]]&amp;lt;br&amp;gt;Protection&lt;br /&gt;
|Places a shield effect on the target, absorbing 25% of the damage from all attacks.&lt;br /&gt;
|10?&lt;br /&gt;
|0/320&lt;br /&gt;
|18.5?&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
&amp;lt;div id=&amp;quot;Haste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;haste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Haste.png]]&amp;lt;br&amp;gt;Haste&lt;br /&gt;
|Speeds up all actions of the target, allowing it to attack more frequently.&lt;br /&gt;
*&#039;&#039;Base [[Action Speed]] increase: 25%&#039;&#039;&lt;br /&gt;
|90?&lt;br /&gt;
|0/450&lt;br /&gt;
|24&lt;br /&gt;
|0&lt;br /&gt;
|10?/20&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadow Veil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Shadow_Veil.png‎]]&amp;lt;br&amp;gt;Shadow Veil&lt;br /&gt;
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.&lt;br /&gt;
*&#039;&#039;Base evade chance increase: 16%&#039;&#039;&lt;br /&gt;
|90?&lt;br /&gt;
|0/610&lt;br /&gt;
|25.5&lt;br /&gt;
|0&lt;br /&gt;
|10?/20&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;absorb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:absorb.png]]&amp;lt;br&amp;gt;Absorb&lt;br /&gt;
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.&lt;br /&gt;
*&#039;&#039;The effect is permanent until it absorbs a spell.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base chance to absorb: 60%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Cannot absorb critical hits&#039;&#039;&lt;br /&gt;
*&#039;&#039;Absorbed MP is between 5-10% of the monster&#039;s base max MP?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Can absorb more than 1 spell if they occur on the same turn.&#039;&#039;&lt;br /&gt;
|80?&lt;br /&gt;
|0/0?&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|∞&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spark of Life&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;SoL&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;spark of life&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;sol&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Spark_of_Life.png]]&amp;lt;br&amp;gt;Spark of Life&lt;br /&gt;
|Any attack that would one-shot a target with more than 1 HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player&#039;s base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.&lt;br /&gt;
*&#039;&#039;When active &#039;&#039;&#039;and&#039;&#039;&#039; enough SP is available the player&#039;s health bar will turn silver.&#039;&#039;&lt;br /&gt;
|100?&lt;br /&gt;
|0/750?&lt;br /&gt;
|44?&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
|-&lt;br /&gt;
![[Image:fallenshield.png]]&amp;lt;br&amp;gt;&#039;&#039;Cloak of the Fallen&#039;&#039;&lt;br /&gt;
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.&lt;br /&gt;
*&#039;&#039;When Spark of Life is triggered &#039;&#039;&#039;Cloak of the Fallen&#039;&#039;&#039; procs, which grants full immunity to damage during the turn that Spark triggers.&lt;br /&gt;
*&#039;&#039;Grants +75%? physical and magical mitigation bonus after the original proc.&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|3?&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arcane Focus&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Arcane_Focus.png]]&amp;lt;br&amp;gt;Arcane Focus&lt;br /&gt;
|The target attains a higher level of attunement with the arcane forces, increasing magic power&amp;lt;s&amp;gt;, accuracy&amp;lt;/s&amp;gt; and crit chance.&lt;br /&gt;
*&#039;&#039;Magical damage bonus: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Magical crit chance bonus: 10%&#039;&#039;&lt;br /&gt;
|175&lt;br /&gt;
|0/980?&lt;br /&gt;
|91.5?&lt;br /&gt;
|0&lt;br /&gt;
|50?/100&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heartseeker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Heartseeker.png‎]]&amp;lt;br&amp;gt;Heartseeker&lt;br /&gt;
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power&amp;lt;s&amp;gt;, accuracy&amp;lt;/s&amp;gt; and crit chance.&lt;br /&gt;
*&#039;&#039;Physical damage bonus: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Physical crit chance bonus: 10%&#039;&#039;&lt;br /&gt;
|140&lt;br /&gt;
|0/870?&lt;br /&gt;
|90&lt;br /&gt;
|0&lt;br /&gt;
|50?/100&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spirit Shield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Spirit_Shield.png‎]]&amp;lt;br&amp;gt;Spirit Shield&lt;br /&gt;
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.&lt;br /&gt;
*&#039;&#039;Any attack that hits for more than 45-20% of max HP will cause the player to lose exactly 45-20% of their health, with the remainder absorbed as damage to their spirit.&amp;lt;!--&amp;lt;sup&amp;gt;[[#spirit|(Formula)]]&amp;lt;/sup&amp;gt;--&amp;gt;&lt;br /&gt;
*&#039;&#039;The amount of Spirit damage depends on the power of the blow that was absorbed, and is ???% of base spirit (reducible to ???% at max AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0% of base spirit at exactly ???% damage.&#039;&#039;&lt;br /&gt;
*&#039;&#039;The spell will fail if the player does not have sufficient SP.&#039;&#039;&lt;br /&gt;
|200&lt;br /&gt;
|0/950?&lt;br /&gt;
|22.5&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- &amp;lt;div id=&amp;quot;spirit&amp;quot;&amp;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; Spirit Damage = Base_SP * (0.4 - 0.05 * (AP_in_SP_shield - 1) ) * Minimum( (Damage - Max_HP * 0.25) / (Max_HP * 0.75) , 1)?&amp;lt;/pre&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
When an [[Spells#Offensive Magic | offensive spell]] hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when their effected target is struck by the next elemental spell in the cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Effect(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Flare.png‎]] &#039;&#039;&#039;Searing Skin&#039;&#039;&#039; &lt;br /&gt;
||The skin of the target has been scorched, inhibiting its attack damage.&lt;br /&gt;
* &#039;&#039;Damage reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Cold]] resistance is lowered by 25.&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Snowstorm.png]] &#039;&#039;&#039;Freezing Limbs&#039;&#039;&#039;&lt;br /&gt;
||The limbs of the target have been frozen, causing slower movement.&lt;br /&gt;
* &#039;&#039;Speed reduction: 10%&#039;&#039;&lt;br /&gt;
| [[Wind]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Gale.png]] &#039;&#039;&#039;Turbulent Air&#039;&#039;&#039;&lt;br /&gt;
||The air around the target has been upset, blowing up dust and increasing its miss chance.&lt;br /&gt;
* &#039;&#039;Miss chance increase: 10%&#039;&#039;&lt;br /&gt;
| [[Elec]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Lightning.png]] &#039;&#039;&#039;Deep Burns&#039;&#039;&#039;&lt;br /&gt;
||Internal damage causes slower reactions and lowers evade and resist chance.&lt;br /&gt;
* &#039;&#039;Evade and Resist reduction: 10%&#039;&#039;&lt;br /&gt;
| [[Fire]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Smite.png]] &#039;&#039;&#039;Breached Defense&#039;&#039;&#039;&lt;br /&gt;
||The holy attack has penetrated the target&#039;s defenses, making it take more damage.&lt;br /&gt;
* &#039;&#039;Magic Mitigation reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Dark]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Disintegrate.png‎]] &#039;&#039;&#039;Blunted Attack&#039;&#039;&#039;&lt;br /&gt;
||The decaying effects of the spell has blunted the target&#039;s offenses, making it deal less damage.&lt;br /&gt;
* &#039;&#039;Damage reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Holy]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:ripesoul.png]] &#039;&#039;&#039;Ripened Soul&#039;&#039;&#039;&lt;br /&gt;
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + EDB / 100) * 0.2&#039;&#039;&lt;br /&gt;
||Will cause Spirit Theft if targeted by Drain and the [[ability]] Spirit Theft is active (even if Drain is resisted/absorbed/evaded)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 7&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Soul_Fire.png‎]] &#039;&#039;&#039;Burning Soul&#039;&#039;&#039;&lt;br /&gt;
||The life essence of the target has been set ablaze, damaging its physical form over time.&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + EDB / 100) * 0.2&#039;&#039;&lt;br /&gt;
||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chance on Hit===&lt;br /&gt;
The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.&lt;br /&gt;
&lt;br /&gt;
The following base averages have been observed:&lt;br /&gt;
*From being hit with a spike shield active: 17.5%?&lt;br /&gt;
*T1: 20%-25%?&lt;br /&gt;
*T2: 50%?&lt;br /&gt;
*T3: 75%?&lt;br /&gt;
&lt;br /&gt;
==Spike Shields==&lt;br /&gt;
Spike Shields are an [[ability]] that grant an added effect to the Protection spell. Only 1 of 4 elemental shields can be active at one time.&lt;br /&gt;
*Can proc upon parrying or blocking an attack.&lt;br /&gt;
*Do a minimum of 5 damage to monsters regardless of damage taken.&lt;br /&gt;
*Count as physical damage.&lt;br /&gt;
*Can proc [[#Status Effects|status effects]] (~20%? chance).&lt;br /&gt;
&lt;br /&gt;
==Procs==&lt;br /&gt;
Spell procs take priority in the following order (assuming they are applicable):&lt;br /&gt;
&lt;br /&gt;
Absorb &amp;gt; Spirit Shield &amp;gt; Spark of Life &amp;gt; Spike effects&lt;br /&gt;
&lt;br /&gt;
==Stacking==&lt;br /&gt;
The effects of Arcane Focus and Heartseeker cannot be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Dawn_of_a_New_Day&amp;diff=25567</id>
		<title>Dawn of a New Day</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Dawn_of_a_New_Day&amp;diff=25567"/>
		<updated>2013-07-25T03:29:54Z</updated>

		<summary type="html">&lt;p&gt;PK678353: Amounts -&amp;gt; Stars override rather than add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:New_day.png|thumb|It is the dawn of a new day!]]&lt;br /&gt;
The Dawn of a New Day (also referred to as the &amp;quot;New Dawn&amp;quot;, &amp;quot;New Day&amp;quot;, or &amp;quot;Dawn&amp;quot;) is an event that occurs once per day after 00:00 [http://www.worldtimeserver.com/current_time_in_UTC.aspx UTC]. The event is made visible by visiting any E-Hentai page ([http://e-hentai.org main site] or the [[Galleries|galleries]]) and is located in the ad space at the top of the page.&lt;br /&gt;
&lt;br /&gt;
==Occurrences==&lt;br /&gt;
During this event:&lt;br /&gt;
*Players are awarded [[Hath]], [[EXP]], and [[credits]].&lt;br /&gt;
**This will &#039;&#039;&#039;not&#039;&#039;&#039; occur until the event is triggered by the player.&lt;br /&gt;
*[[Toplist]] calculations are made.&lt;br /&gt;
*[[Arena]] and [[Ring of Blood]] challenges reset. Being in the middle of one does not affect this.&lt;br /&gt;
*The timer for the next [[Random Encounter]] resets. The next encounter cannot be triggered until 1 hour after the dawn event is.&lt;br /&gt;
&lt;br /&gt;
===Amounts===&lt;br /&gt;
*[[EXP]]: Up to 5% of the required EXP for [[Level and Rank Table|next level]]. This is affected by the forum posting bonus.&lt;br /&gt;
**The full bonus will only be received if the player is &#039;active&#039; (by posting once daily) for 20+ days in a 30-day sliding window.&lt;br /&gt;
*[[Credits]]: &#039;&#039;&#039;Estimated&#039;&#039;&#039; to be randomly between 25 and 300.&lt;br /&gt;
**Credits granted by [[Stars]] and [[Awards]] override this amount. Donators will receive this amount in [[GP]] as well.&lt;br /&gt;
*[[Hath]]: 1 per every 100 USD [[donated]] to the site plus any additional [[Award]] amounts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Random Encounter]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:Site Features]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Ring_of_Blood&amp;diff=25388</id>
		<title>Ring of Blood</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Ring_of_Blood&amp;diff=25388"/>
		<updated>2013-07-16T07:05:30Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ring_of_Blood.png|thumb|The Ring of Blood interface.]]&lt;br /&gt;
&lt;br /&gt;
Ring of Blood is one of the [[battle modes]] in the [[HentaiVerse]] mini-game. The Ring of Blood is a single-round battle that places players against powerful foes.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Each challenge may be attempted by using the appropriate number of [[Items#Tokens|Tokens of Blood]]. Each challenge may only be attempted once per [[Dawn of a New Day]], regardless of success or failure.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
See the [[HentaiVerse Bestiary]] for monster information.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Challenge || Min. Level || Token Cost || 1st Clear Bonus || Composition&lt;br /&gt;
|-&lt;br /&gt;
|Konata || 50 || 1 || 25,000 C || Konata + Manbearpig&lt;br /&gt;
|-&lt;br /&gt;
|Mikuru Asahina || 75 || 2 || 25,000 C || Mikuru Asahina + White Bunneh?&lt;br /&gt;
|-&lt;br /&gt;
|Ryouko Asakura || 75 || 2 || 25,000 C || Ryouko Asakura + Mithra&lt;br /&gt;
|-&lt;br /&gt;
|Yuki Nagato || 75 || 2 || 25,000 C || Yuki Nagato + Dalek&lt;br /&gt;
|-&lt;br /&gt;
|Real Life || 100 || 3 || 50,000 C || Real Life + Konata&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Pink Unicorn || 150 || 3 || 100,000 C || Invisible Pink Unicorn + Ryouko Asakura&lt;br /&gt;
|-&lt;br /&gt;
|Flying Spaghetti Monster || 200 || 5 || 150,000 C || 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 || [[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;
==Rewards==&lt;br /&gt;
*There is a guaranteed [[equipment]] drop upon completing any challenge.&lt;br /&gt;
*The first completion of a challenge provides a Clear Bonus of [[credits]] while subsequent completions only reward 1,000.&lt;br /&gt;
*The first time a challenge is cleared on a higher [[difficulty]] than previously accomplished grants full HP and MP restoration.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Arena]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Arena&amp;diff=25277</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Arena&amp;diff=25277"/>
		<updated>2013-07-12T08:36:29Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Arena Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Arena.png|thumb|The Arena interface.]]&lt;br /&gt;
The Arena is one of the [[battle modes]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
In the Arena, battles have a predetermined length and number of monsters per round (always increasing as the rounds go). Each arena challenge has a [[level]] requirement. Each Arena challenge may only be attempted once per [[Dawn of a New Day]], regardless of success or failure. Arenas started before the Dawn but cleared afterwards are counted towards the previous day and do not enter cooldown.&lt;br /&gt;
&lt;br /&gt;
Unlike other multi-round battle modes, the monsters in arena challenges do not get stronger as the rounds progress. Instead, they remain at 100% strength for the entire battle.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*The first time a new new arena challenge is cleared, players receive a significant [[credit]] bonus. Subsequent clears reward a reduced amount of credits.&lt;br /&gt;
*The first time a challenge is cleared on a higher [[difficulty]] than previously accomplished grants full HP and MP restoration.&lt;br /&gt;
*Clearing arena challenges gives better chances of [[item]] and [[equipment]] drops.&lt;br /&gt;
**[[Loot_Drop_Rolls|This chance]] increases for higher-level arenas, becoming guaranteed (100%) beyond The Trio and the Tree.&lt;br /&gt;
*There is also a 15-25%? chance for a [[token]] to drop in addition to the usual rewards. This chance increases for higher-level arenas.&lt;br /&gt;
*There are bonus [[EXP]] modifiers for higher-level arena challenges.&lt;br /&gt;
&lt;br /&gt;
==Arena Challenges==&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;Monster Legend:&#039;&#039;&lt;br /&gt;
x = Common/Custom Monsters (Black)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;x&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Boss|Bosses]] (&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Orange&amp;lt;/span&amp;gt;)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;x&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Legendaries|Legendary]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;x&amp;lt;/span&amp;gt; = Ultimate (&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Purple&amp;lt;/span&amp;gt;)&lt;br /&gt;
Round Composition indicates the number of rounds with that specific amount of monsters per round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;150px&amp;quot;| Challenge&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40px&amp;quot;| Min. [[Level]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40px&amp;quot;| Rounds&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40px&amp;quot;| [[EXP]] Mod&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55px&amp;quot;| First Clear&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50px&amp;quot;| Future Clears&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55px&amp;quot;| Total Monster Count &lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Round Composition (Number of Monsters)&lt;br /&gt;
|-&lt;br /&gt;
! 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || Last Round&lt;br /&gt;
|-&lt;br /&gt;
|First Blood || 1 || 5 || 1.0 || 100 C || 20 C || 5 || 4 || || || || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
|Learning Curves || 10 || 7 || 1.0 || 1000 C || 200 C || 9 || 5 || 1 || || || || || || || || 2&lt;br /&gt;
|-&lt;br /&gt;
|Graduation || 20 || 12 || 1.0 || 2000 C || 400 C || 27 || || 9 || 2 || || || || || || || 3&lt;br /&gt;
|-&lt;br /&gt;
|Road Less Traveled || 30 || 15 || 1.0 || 3000 C || 600 C || 52 || || || 10 || 3 || 1 || || || || || 5&lt;br /&gt;
|-&lt;br /&gt;
|A Rolling Stone || 40 || 20 || 1.0 || 4000 C || 800 C || 77 || || || 11 || 3 || 4 || 1 || || || || 6&lt;br /&gt;
|-&lt;br /&gt;
|Fresh Meat || 50 || 25 || 1.0 || 5000 C || 1000 C || 126 || || || || 14 || 3 || 3 || 3 || 1 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Dark Skies || 60 || 30 || 1.0 || 6000 C || 1000 C || 152 || || || || 16 || 4 || 4 || 4 || 1 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Growing Storm || 70 || 35 || 1.0 || 7000 C || 1000 C || 172 || || || || 19 || 4 || 4 || 4 || 2 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Power Flux || 80 || 40 || 1.0 || 8000 C || 1000 C || 202 || || || || 22 || 5 || 5 || 5 || 2 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Killzone || 90 || 45 || 1.0 || 9,000 C || 1000 C || 228 || || || || 24 || 6 || 6 || 6 || 2 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Endgame || 100 || 50 || 1.0 || 10,000 C || 1000 C || 233&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 32 || 7 || 7 || 3 || || || 7&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;16&amp;quot;| The following arena challenges may only be entered when the preceding arena challenge is cleared.&amp;lt;div id=&amp;quot;Longest Journey&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;longest journey&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Longest Journey || 110 || 55 || 1.1 || 12,500 C || 1000 C || 278&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 30 || 7 || 7 || 7 || 3 || || 8&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dreamfall || 120 || 60 || 1.2 || 15,000 C || 1000 C || 356&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 36 || 7 || 6 || 7 || 3 || 9&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Exile || 130 || 65 || 1.3 || 20,000 C || 1000 C || 385&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || || 39 || 7 || 8 || 7 || 3 || 9&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sealed Power || 140 || 70 || 1.5 || 25,000 C || 1000 C || 351&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt; || || || || 39 || 9 || 9 || 8 || 4 || || 8&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|New Wings || 150 || 75 || 1.6 || 30,000 C || 1000 C || 350&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt; || || || || 48 || 10 || 11 || 5 || || || 7&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|To Kill A God || 165 || 80 || 1.8 || 35,000 C || 1000 C || 474&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || || 48 || 9 || 9 || 9 || 4 || 9&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Eve of Death || 180 || 90 || 1.9 || 40,000 C || 1000 C || 452&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 50 || 11 || 12 || 11 || 5 || || 8&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[HentaiVerse_Bestiary#Trio_and_the_Tree|The Trio and the Tree]] || 200 || 100 || 2.0 || 50,000 C || 1000 C || 494&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt; || || || || 56 || 12 || 13 || 12 || 6 || || &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|End of Days || 225 || 110 || 2.2 || 50,000 C || 1000 C || 414&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+57&amp;lt;/span&amp;gt; || || || 54 || 10 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 18 (4&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 18 (5&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 9 (6&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || || || 6&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Eternal Darkness || 250 || 125 || 2.5 || 50,000 C || 1000 C || 313&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+127&amp;lt;/span&amp;gt; || || 41 || 37 (2&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 5 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 26 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || 15 (4&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || || || || 4&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[HentaiVerse_Bestiary#A_Dance_With_Dragons|A Dance With Dragons]] || 300 || 150 || 3.0 || 50,000 C || 1000 C || 497&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+224&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt; || || || 37 || 37 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 13 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || 25 (4&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || || 25 (5&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;) || 12 (6&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;) || &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Challenge&lt;br /&gt;
!Min. [[Level]]&lt;br /&gt;
!Rounds&lt;br /&gt;
![[EXP]] Mod&lt;br /&gt;
!First Clear&lt;br /&gt;
!Future Clears&lt;br /&gt;
!Total Monster Count &lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Round Composition (Number of Monsters)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ring of Blood]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Arena&amp;diff=25276</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Arena&amp;diff=25276"/>
		<updated>2013-07-12T08:34:43Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Arena Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Arena.png|thumb|The Arena interface.]]&lt;br /&gt;
The Arena is one of the [[battle modes]] in the [[HentaiVerse]] mini-game.&lt;br /&gt;
&lt;br /&gt;
In the Arena, battles have a predetermined length and number of monsters per round (always increasing as the rounds go). Each arena challenge has a [[level]] requirement. Each Arena challenge may only be attempted once per [[Dawn of a New Day]], regardless of success or failure. Arenas started before the Dawn but cleared afterwards are counted towards the previous day and do not enter cooldown.&lt;br /&gt;
&lt;br /&gt;
Unlike other multi-round battle modes, the monsters in arena challenges do not get stronger as the rounds progress. Instead, they remain at 100% strength for the entire battle.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
*The first time a new new arena challenge is cleared, players receive a significant [[credit]] bonus. Subsequent clears reward a reduced amount of credits.&lt;br /&gt;
*The first time a challenge is cleared on a higher [[difficulty]] than previously accomplished grants full HP and MP restoration.&lt;br /&gt;
*Clearing arena challenges gives better chances of [[item]] and [[equipment]] drops.&lt;br /&gt;
**[[Loot_Drop_Rolls|This chance]] increases for higher-level arenas, becoming guaranteed (100%) beyond The Trio and the Tree.&lt;br /&gt;
*There is also a 15-25%? chance for a [[token]] to drop in addition to the usual rewards. This chance increases for higher-level arenas.&lt;br /&gt;
*There are bonus [[EXP]] modifiers for higher-level arena challenges.&lt;br /&gt;
&lt;br /&gt;
==Arena Challenges==&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;Monster Legend:&#039;&#039;&lt;br /&gt;
x = Common/Custom Monsters (Black)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;x&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Boss|Bosses]] (&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Orange&amp;lt;/span&amp;gt;)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;x&amp;lt;/span&amp;gt; = [[HentaiVerse_Bestiary#Legendaries|Legendary]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;)&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;x&amp;lt;/span&amp;gt; = Ultimate (&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Purple&amp;lt;/span&amp;gt;)&lt;br /&gt;
Round Composition indicates the number of rounds with that specific amount of monsters per round.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;150px&amp;quot;| Challenge&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40px&amp;quot;| Min. [[Level]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40px&amp;quot;| Rounds&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40px&amp;quot;| [[EXP]] Mod&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55px&amp;quot;| First Clear&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50px&amp;quot;| Future Clears&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55px&amp;quot;| Total Monster Count &lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Round Composition (Number of Monsters)&lt;br /&gt;
|-&lt;br /&gt;
! 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || Last Round&lt;br /&gt;
|-&lt;br /&gt;
|First Blood || 1 || 5 || 1.0 || 100 C || 20 C || 5 || 4 || || || || || || || || || 1&lt;br /&gt;
|-&lt;br /&gt;
|Learning Curves || 10 || 7 || 1.0 || 600? C || 200 C || 9 || 5 || 1 || || || || || || || || 2&lt;br /&gt;
|-&lt;br /&gt;
|Graduation || 20 || 12 || 1.0 || 1000? C || 400 C || 27 || || 9 || 2 || || || || || || || 3&lt;br /&gt;
|-&lt;br /&gt;
|Road Less Traveled || 30 || 15 || 1.0 || 2500? C || 600 C || 52 || || || 10 || 3 || 1 || || || || || 5&lt;br /&gt;
|-&lt;br /&gt;
|A Rolling Stone || 40 || 20 || 1.0 || 3000? C || 800 C || 77 || || || 11 || 3 || 4 || 1 || || || || 6&lt;br /&gt;
|-&lt;br /&gt;
|Fresh Meat || 50 || 25 || 1.0 || 4000? C || 1000 C || 126 || || || || 14 || 3 || 3 || 3 || 1 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Dark Skies || 60 || 30 || 1.0 || 4500? C || 1000 C || 152 || || || || 16 || 4 || 4 || 4 || 1 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Growing Storm || 70 || 35 || 1.0 || 5000? C || 1000 C || 172 || || || || 19 || 4 || 4 || 4 || 2 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Power Flux || 80 || 40 || 1.0 || 7000? C || 1000 C || 202 || || || || 22 || 5 || 5 || 5 || 2 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Killzone || 90 || 45 || 1.0 || 9,000 C || 1000 C || 228 || || || || 24 || 6 || 6 || 6 || 2 || || 8&lt;br /&gt;
|-&lt;br /&gt;
|Endgame || 100 || 50 || 1.0 || 10,000 C || 1000 C || 233&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 32 || 7 || 7 || 3 || || || 7&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;16&amp;quot;| The following arena challenges may only be entered when the preceding arena challenge is cleared.&amp;lt;div id=&amp;quot;Longest Journey&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;longest journey&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Longest Journey || 110 || 55 || 1.1 || 12,500 C || 1000 C || 278&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 30 || 7 || 7 || 7 || 3 || || 8&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dreamfall || 120 || 60 || 1.2 || 15,000 C || 1000 C || 356&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 36 || 7 || 6 || 7 || 3 || 9&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Exile || 130 || 65 || 1.3 || 20,000 C || 1000 C || 385&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || || 39 || 7 || 8 || 7 || 3 || 9&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sealed Power || 140 || 70 || 1.5 || 25,000 C || 1000 C || 351&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt; || || || || 39 || 9 || 9 || 8 || 4 || || 8&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|New Wings || 150 || 75 || 1.6 || 30,000 C || 1000 C || 350&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt; || || || || 48 || 10 || 11 || 5 || || || 7&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|To Kill A God || 165 || 80 || 1.8 || 35,000 C || 1000 C || 474&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || || 48 || 9 || 9 || 9 || 4 || 9&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Eve of Death || 180 || 90 || 1.9 || 40,000 C || 1000 C || 452&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt; || || || || 50 || 11 || 12 || 11 || 5 || || 8&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[HentaiVerse_Bestiary#Trio_and_the_Tree|The Trio and the Tree]] || 200 || 100 || 2.0 || 50,000 C || 1000 C || 494&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;+4&amp;lt;/span&amp;gt; || || || || 56 || 12 || 13 || 12 || 6 || || &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|End of Days || 225 || 110 || 2.2 || 50,000 C || 1000 C || 414&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+57&amp;lt;/span&amp;gt; || || || 54 || 10 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 18 (4&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 18 (5&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 9 (6&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || || || 6&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Eternal Darkness || 250 || 125 || 2.5 || 50,000 C || 1000 C || 313&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+127&amp;lt;/span&amp;gt; || || 41 || 37 (2&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 5 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 26 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || 15 (4&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || || || || 4&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[HentaiVerse_Bestiary#A_Dance_With_Dragons|A Dance With Dragons]] || 300 || 150 || 3.0 || 50,000 C || 1000 C || 497&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+224&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt; || || || 37 || 37 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+1&amp;lt;/span&amp;gt;) || 13 (3&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || 25 (4&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+2&amp;lt;/span&amp;gt;) || || 25 (5&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;) || 12 (6&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+3&amp;lt;/span&amp;gt;) || &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Challenge&lt;br /&gt;
!Min. [[Level]]&lt;br /&gt;
!Rounds&lt;br /&gt;
![[EXP]] Mod&lt;br /&gt;
!First Clear&lt;br /&gt;
!Future Clears&lt;br /&gt;
!Total Monster Count &lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Round Composition (Number of Monsters)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ring of Blood]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Spells&amp;diff=25242</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Spells&amp;diff=25242"/>
		<updated>2013-07-09T22:27:56Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Deprecating Spells */ -&amp;gt; Confirmed Imperil base Elemental reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Information regarding the proficiency/level requirements for spells is due in patch 0.77&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the mana-based spells that are available to players in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Spells are automatically added to a player&#039;s skillbook once they have reached the minimum level and/or [[proficiency]] requirements. Usually it is possible to improve the spell by using [[ability]] points right away but some abilities will only be available at higher levels.&lt;br /&gt;
&lt;br /&gt;
==Spell Costs==&lt;br /&gt;
Spell costs are all a percentage of the player&#039;s [[level]], rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;: &#039;Fiery Blast&#039; has a base cost of 5, meaning its MP cost is 5% of the player&#039;s level. At level 51 Fiery Blast costs:&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;roundup(51 * 0.05) = roundup(2.55) = 3 MP&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell costs are further modified by:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Factor&lt;br /&gt;
!▲/▼&lt;br /&gt;
!Amount&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[Interference]] || ▲ || 0.5% per point || Permanent (can be [[The_Forge#Shards|temporarily removed]])&lt;br /&gt;
|-&lt;br /&gt;
|Mana Conservation || ▼ || Stated % || Permanent&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit Stance]] || ▼ || 25% || As long as it can be maintained&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting_Styles#Staff|Coalesced Mana]] || ▼ || 50% || Up to 5 turns (and the monster stays alive to be targeted)&lt;br /&gt;
|-&lt;br /&gt;
|[[Channeling]] || ▼ || 100% || Consumed upon casting&lt;br /&gt;
|-&lt;br /&gt;
|[[The_Forge#Shards|Suffused Aether]] || ▼ || 10% || Up to 1 hour [[The_Forge#Shards|per shard]]&lt;br /&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;Spell Cost&#039;&#039;&#039; = roundup((Level * Base_cost / 100) * (1 + interference * 0.5%) * (1 - mana_conservation) * (1 - spirit_stance) * (1 - coalesced) * (1 - suffused_aether))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All of the passive factors also affect the upkeep cost of [[Innate Arcana]].&lt;br /&gt;
&lt;br /&gt;
==Spell Durations==&lt;br /&gt;
The duration of spells lasting more than one turn depends on their base duration, the number of [[Ability Points]] invested (where applicable) and the relevant [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
==[[Spell Damage]]==&lt;br /&gt;
&lt;br /&gt;
==Table Legend==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Column&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Tier || The tier of the spell. Can be 1-3.&lt;br /&gt;
|-&lt;br /&gt;
|Level || The minimum [[level]] needed to access the spell.&lt;br /&gt;
|-&lt;br /&gt;
|Prof || The minimum [[proficiency]] needed to access the spell and the maximum needed to get the highest bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|Cost || The base mana cost of the spell and the reduced cost via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|CD || The base cooldown of the spell and the reduced cooldown via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|Targets || The base number of targets the spell can hit and the increased number via [[abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|Duration || The base duration of the spell&#039;s effect and the increased duration via [[abilities]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Offensive Spells==&lt;br /&gt;
These spells are used to inflict direct damage on monsters. Missing the primary target of an spell does not prevent it from hitting other targets if the spell is capable of doing so; each chance-to-hit is calculated independently.&lt;br /&gt;
&lt;br /&gt;
Each [[Monster_Lab#Monster_Classes|type of monster]] has different levels of resistance to each [[damage type]]s, which should be taken into consideration when choosing which spell to cast at which target. Monsters hit by offensive magic may also be afflicted by a set of negative [[Spells#Status Effects|status effects]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Tier&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Targets&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
===Elemental===&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
====[[Fire]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Fireball.png]]&amp;lt;br&amp;gt;Fiery Blast&lt;br /&gt;
|A ball of fire is hurled at the target.&lt;br /&gt;
|1&lt;br /&gt;
|0?&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Inferno.png‎]]&amp;lt;br&amp;gt;Inferno&lt;br /&gt;
|Unleashes an inferno of flames on all hostile targets, causing Fire damage.&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Nova.png]]&amp;lt;br&amp;gt;Flames of Loki&lt;br /&gt;
|Fire damage.&lt;br /&gt;
|3&lt;br /&gt;
|150?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Cold]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Freeze.png]]&amp;lt;br&amp;gt;Freeze&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|1&lt;br /&gt;
|0?&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Blizzard.png]]&amp;lt;br&amp;gt;Blizzard&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Fimbulvetr.png]]&amp;lt;br&amp;gt;Fimbulvetr&lt;br /&gt;
|Cold damage.&lt;br /&gt;
|3&lt;br /&gt;
|150?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
====[[Elec]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Lightning.png‎]]&amp;lt;br&amp;gt;Shockblast&lt;br /&gt;
|A bolt of lightning strikes the target, causing Elec damage.&lt;br /&gt;
|1&lt;br /&gt;
|0?&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Column_Lightning.png‎]]&amp;lt;br&amp;gt;Chained Lightning&lt;br /&gt;
|Elec damage.&lt;br /&gt;
|2&lt;br /&gt;
|50?&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Shockblast.png‎]]&amp;lt;br&amp;gt;Wrath of Thor&lt;br /&gt;
|Elec damage.&lt;br /&gt;
|3&lt;br /&gt;
|150?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
====[[Wind]]====&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Windblast.png]]&amp;lt;br&amp;gt;Gale&lt;br /&gt;
|A blast of wind hits the target, causing Wind damage.&lt;br /&gt;
|1&lt;br /&gt;
|0?&lt;br /&gt;
|0/200&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Gale.png‎]]&amp;lt;br&amp;gt;Downburst&lt;br /&gt;
|Wind damage.&lt;br /&gt;
|2&lt;br /&gt;
|50?&lt;br /&gt;
|50/500&lt;br /&gt;
|12.5&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Storms_of_Njord.png‎]]&amp;lt;br&amp;gt;Storms of Njord&lt;br /&gt;
|Wind damage.&lt;br /&gt;
|3&lt;br /&gt;
|205?&lt;br /&gt;
|150/800&lt;br /&gt;
|20&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Holy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Divine===&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Smite.png]]&amp;lt;br&amp;gt;Smite&lt;br /&gt;
| Holy damage.&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0/500&lt;br /&gt;
|14&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Banish.png]]&amp;lt;br&amp;gt;Banishment&lt;br /&gt;
|Holy damage.&lt;br /&gt;
|2&lt;br /&gt;
|100?&lt;br /&gt;
|100/700&lt;br /&gt;
|21&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Soul_Fire.png‎]]&amp;lt;br&amp;gt;Paradise Lost&lt;br /&gt;
| Holy damage.&lt;br /&gt;
|3&lt;br /&gt;
|200?&lt;br /&gt;
|200/900&lt;br /&gt;
|30&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dark&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Forbidden===&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Corruption.png‎]]&amp;lt;br&amp;gt;Corruption&lt;br /&gt;
| Dark damage.&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0/500&lt;br /&gt;
|14&lt;br /&gt;
|0&lt;br /&gt;
|3/5&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Disintegrate.png‎]]&amp;lt;br&amp;gt;Disintegrate&lt;br /&gt;
|Dark damage.&lt;br /&gt;
|2&lt;br /&gt;
|100?&lt;br /&gt;
|100/700&lt;br /&gt;
|18.5?&lt;br /&gt;
|4/2&lt;br /&gt;
|5/7&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Ragnarok.png‎]]&amp;lt;br&amp;gt;Ragnarok&lt;br /&gt;
|Dark damage.&lt;br /&gt;
|3&lt;br /&gt;
|245&lt;br /&gt;
|200/900&lt;br /&gt;
|28?&lt;br /&gt;
|7/4&lt;br /&gt;
|7/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deprecating Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deprecating Spells==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Duration&lt;br /&gt;
&amp;lt;div id=&amp;quot;Drain&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Poison.png]]&amp;lt;br&amp;gt;Drain&lt;br /&gt;
|Inflicts Drain on one target, causing damage over time.&lt;br /&gt;
*&#039;&#039;Damage/healing at end of enemy&#039;s turn = ?% of monster&#039;s current HP&lt;br /&gt;
|&lt;br /&gt;
|0?/300?&lt;br /&gt;
|11.5&lt;br /&gt;
|20/15&lt;br /&gt;
|7?&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slow&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Slow.png]]&amp;lt;br&amp;gt;Slow&lt;br /&gt;
|The target is slowed by x%, making it attack less frequently.&lt;br /&gt;
*&#039;&#039;Base action speed reduction: 30%&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|10?/300?&lt;br /&gt;
|18&lt;br /&gt;
|3&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Weaken&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Weaken.png]]&amp;lt;br&amp;gt;Weaken&lt;br /&gt;
|The target is weakened, making it deal less damage, and preventing it from scoring critical hits.&lt;br /&gt;
*&#039;&#039;Base Physical and Magical damage reduction: 25%&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|10?/345&lt;br /&gt;
|10&lt;br /&gt;
|3/0&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sleep&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Sleep.png‎]]&amp;lt;br&amp;gt;Sleep&lt;br /&gt;
|The target is lulled to sleep, preventing it from taking any actions.&lt;br /&gt;
*&#039;&#039;Base chance of breaking on damage: 90%?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Sleeping monsters cannot attack, evade, parry, or resist attacks?&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|30?/410&lt;br /&gt;
|22&lt;br /&gt;
|7&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Confuse&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Confuse.png‎]]&amp;lt;br&amp;gt;Confuse&lt;br /&gt;
|Confuses the target, making it lunge out wildly and strike friends and foes alike.&lt;br /&gt;
*&#039;&#039;Base chance of breaking on damage: 90%?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base chance of monster hitting itself: 25%?&#039;&#039;&lt;br /&gt;
|60?&lt;br /&gt;
|40?/660&lt;br /&gt;
|25&lt;br /&gt;
|10&lt;br /&gt;
|3/6&lt;br /&gt;
&amp;lt;div id=&amp;quot;Imperil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:imperil.png‎]]&amp;lt;br&amp;gt;Imperil&lt;br /&gt;
|The target is imperiled, reducing physical and magical mitigation as well as elemental mitigations.&lt;br /&gt;
*&#039;&#039;Base Physical and Magical defense reduction: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base Fire/Cold/Elec/Wind resistance reduction: 10%&#039;&#039;&lt;br /&gt;
|70?&lt;br /&gt;
|50/495&lt;br /&gt;
|10&lt;br /&gt;
|3/0&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blind&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
![[Image:Abilities_Blind.png]]&amp;lt;br&amp;gt;Blind&lt;br /&gt;
|Blinds the target, reducing the chance of it landing attacks and hitting with magic spells.&lt;br /&gt;
*&#039;&#039;Base attack/magic hit chance reduction: 20%&#039;&#039;&lt;br /&gt;
|80?&lt;br /&gt;
|20?/610&lt;br /&gt;
|18&lt;br /&gt;
|7/3&lt;br /&gt;
|5/10&lt;br /&gt;
&amp;lt;div id=&amp;quot;Silence&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Silence.png]]&amp;lt;br&amp;gt;Silence&lt;br /&gt;
|The target is silenced, preventing it from using special attacks and magic.&lt;br /&gt;
|110?&lt;br /&gt;
|40?/665&lt;br /&gt;
|18&lt;br /&gt;
|10/5&lt;br /&gt;
|7/10&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_MagNet.png‎]]&amp;lt;br&amp;gt;MagNet&lt;br /&gt;
|A net of pure energy ensnares the target, (slowing it by 25%) and making it unable to evade attacks or spells.&lt;br /&gt;
*&#039;&#039;Slowing effect requires at least 1 AP investment.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Does not disable parrying.&#039;&#039;&lt;br /&gt;
|250?&lt;br /&gt;
|100?/700?&lt;br /&gt;
|22&lt;br /&gt;
|15/10&lt;br /&gt;
|4/9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Supportive Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supportive Spells==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spell&lt;br /&gt;
!Description&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|[[Level]]&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|[[Proficiency|Prof]]&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Cost&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|CD&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Duration&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Curative Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Curative Spells&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Curative===&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Cure.png]]&amp;lt;br&amp;gt;Cure&lt;br /&gt;
|Restores a moderate amount of Health on the target.&lt;br /&gt;
*&#039;&#039;Base health restored = (base_health / 2) * (1 + supportive_proficiency / 200) * (1 + holy EDB / 100)?&lt;br /&gt;
|10?&lt;br /&gt;
|0/???&lt;br /&gt;
|15.5&lt;br /&gt;
|5/2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Regen.png]]&amp;lt;br&amp;gt;Regen&lt;br /&gt;
|Places a heal over time effect on the target.&lt;br /&gt;
*&#039;&#039;Base health restored per turn = ceiling(4.5 * base_health / 100 * (1 + supportive_proficiency / 100))?&lt;br /&gt;
|50?&lt;br /&gt;
|0/???&lt;br /&gt;
|22.5&lt;br /&gt;
|0&lt;br /&gt;
|14/30&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Cure.png]]&amp;lt;br&amp;gt;Full-Cure&lt;br /&gt;
|Fully restores the Health of the target.&lt;br /&gt;
|200&lt;br /&gt;
|0/???&lt;br /&gt;
|47.5&lt;br /&gt;
|10&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Supportive===&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;Protection&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[Image:Abilities_Protection.png]]&amp;lt;br&amp;gt;Protection&lt;br /&gt;
|Places a shield effect on the target, absorbing 25% of the damage from all attacks.&lt;br /&gt;
|10?&lt;br /&gt;
|0/320&lt;br /&gt;
|18.5?&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
&amp;lt;div id=&amp;quot;Haste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;haste&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Haste.png]]&amp;lt;br&amp;gt;Haste&lt;br /&gt;
|Speeds up all actions of the target, allowing it to attack more frequently.&lt;br /&gt;
*&#039;&#039;Base [[Action Speed]] increase: 25%&#039;&#039;&lt;br /&gt;
|90?&lt;br /&gt;
|0/450&lt;br /&gt;
|24&lt;br /&gt;
|0&lt;br /&gt;
|10?/20&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shadow Veil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Shadow_Veil.png‎]]&amp;lt;br&amp;gt;Shadow Veil&lt;br /&gt;
|Surrounds the target with a veil of shadows, making it harder to hit with attacks and spells.&lt;br /&gt;
*&#039;&#039;Base evade chance increase: 16%&#039;&#039;&lt;br /&gt;
|110?&lt;br /&gt;
|0/610&lt;br /&gt;
|25.5&lt;br /&gt;
|0&lt;br /&gt;
|10?/20&lt;br /&gt;
&amp;lt;div id=&amp;quot;Absorb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;absorb&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:absorb.png]]&amp;lt;br&amp;gt;Absorb&lt;br /&gt;
|The next magical attack against the target has a chance to be absorbed and partially converted to MP.&lt;br /&gt;
*&#039;&#039;The effect is permanent until it absorbs a spell.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Base chance to absorb: 60%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Cannot absorb critical hits&#039;&#039;&lt;br /&gt;
*&#039;&#039;Absorbed MP is between 5-10% of the monster&#039;s base max MP?&#039;&#039;&lt;br /&gt;
*&#039;&#039;Can absorb more than 1 spell if they occur on the same turn.&#039;&#039;&lt;br /&gt;
|80?&lt;br /&gt;
|0/0?&lt;br /&gt;
|23&lt;br /&gt;
|20&lt;br /&gt;
|∞&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spark of Life&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;SoL&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;spark of life&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;sol&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Spark_of_Life.png]]&amp;lt;br&amp;gt;Spark of Life&lt;br /&gt;
|Any attack that would one-shot a target with more than 1 HP leaves it alive but on the brink of defeat. The buff is removed when triggered (and 50% of the player&#039;s base SP is consumed). If the player does not have enough SP remaining the trigger will fail and the player will die.&lt;br /&gt;
*&#039;&#039;When active &#039;&#039;&#039;and&#039;&#039;&#039; enough SP is available the player&#039;s health bar will turn silver.&#039;&#039;&lt;br /&gt;
|100?&lt;br /&gt;
|0/750?&lt;br /&gt;
|44?&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
|-&lt;br /&gt;
![[Image:fallenshield.png]]&amp;lt;br&amp;gt;&#039;&#039;Cloak of the Fallen&#039;&#039;&lt;br /&gt;
|Being brought back by Spark of Life has draped you with this powerful protective shield, increasing your damage resistance for a brief time.&lt;br /&gt;
*&#039;&#039;When Spark of Life is triggered &#039;&#039;&#039;Cloak of the Fallen&#039;&#039;&#039; procs, which grants full immunity to damage during the turn that Spark triggers.&lt;br /&gt;
*&#039;&#039;Grants +75%? physical and magical mitigation bonus after the original proc.&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|3?&lt;br /&gt;
&amp;lt;div id=&amp;quot;Arcane Focus&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Arcane_Focus.png]]&amp;lt;br&amp;gt;Arcane Focus&lt;br /&gt;
|The target attains a higher level of attunement with the arcane forces, increasing magic power&amp;lt;s&amp;gt;, accuracy&amp;lt;/s&amp;gt; and crit chance.&lt;br /&gt;
*&#039;&#039;Magical damage bonus: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Magical crit chance bonus: 10%&#039;&#039;&lt;br /&gt;
|150?&lt;br /&gt;
|0/980?&lt;br /&gt;
|91.5?&lt;br /&gt;
|0&lt;br /&gt;
|50?/100&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heartseeker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Heartseeker.png‎]]&amp;lt;br&amp;gt;Heartseeker&lt;br /&gt;
|The target attains intimate knowledge of the flow of life in all living beings, increasing attack power&amp;lt;s&amp;gt;, accuracy&amp;lt;/s&amp;gt; and crit chance.&lt;br /&gt;
*&#039;&#039;Physical damage bonus: 25%&#039;&#039;&lt;br /&gt;
*&#039;&#039;Physical crit chance bonus: 10%&#039;&#039;&lt;br /&gt;
|140&lt;br /&gt;
|0/870?&lt;br /&gt;
|90&lt;br /&gt;
|0&lt;br /&gt;
|50?/100&lt;br /&gt;
&amp;lt;div id=&amp;quot;Spirit Shield&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Image:Abilities_Spirit_Shield.png‎]]&amp;lt;br&amp;gt;Spirit Shield&lt;br /&gt;
|Powerful attacks against you will be partially absorbed and damage your spirit gauge instead of health.&lt;br /&gt;
*&#039;&#039;Any attack that hits for more than 45-20% of max HP will cause the player to lose exactly 45-20% of their health, with the remainder absorbed as damage to their spirit.&amp;lt;!--&amp;lt;sup&amp;gt;[[#spirit|(Formula)]]&amp;lt;/sup&amp;gt;--&amp;gt;&lt;br /&gt;
*&#039;&#039;The amount of Spirit damage depends on the power of the blow that was absorbed, and is ???% of base spirit (reducible to ???% at max AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0% of base spirit at exactly ???% damage.&#039;&#039;&lt;br /&gt;
*&#039;&#039;The spell will fail if the player does not have sufficient SP.&#039;&#039;&lt;br /&gt;
|200&lt;br /&gt;
|0/950?&lt;br /&gt;
|22.5&lt;br /&gt;
|0&lt;br /&gt;
|15?/30&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- &amp;lt;div id=&amp;quot;spirit&amp;quot;&amp;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; Spirit Damage = Base_SP * (0.4 - 0.05 * (AP_in_SP_shield - 1) ) * Minimum( (Damage - Max_HP * 0.25) / (Max_HP * 0.75) , 1)?&amp;lt;/pre&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
When an [[Spells#Offensive Magic | offensive spell]] hits a monster, it may produce an associated status effect on the target, which lasts for a number of turns. In addition, these status effect will explode for bonus damage on the monster when their effected target is struck by the next elemental spell in the cycle. e.g. Searing Skin will explode for Fire damage when the monster is struck by a Cold spell.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Effect(s)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Flare.png‎]] &#039;&#039;&#039;Searing Skin&#039;&#039;&#039; &lt;br /&gt;
||The skin of the target has been scorched, inhibiting its attack damage.&lt;br /&gt;
* &#039;&#039;Damage reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Cold]] resistance is lowered by 25.&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Snowstorm.png]] &#039;&#039;&#039;Freezing Limbs&#039;&#039;&#039;&lt;br /&gt;
||The limbs of the target have been frozen, causing slower movement.&lt;br /&gt;
* &#039;&#039;Speed reduction: 10%&#039;&#039;&lt;br /&gt;
| [[Wind]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Gale.png]] &#039;&#039;&#039;Turbulent Air&#039;&#039;&#039;&lt;br /&gt;
||The air around the target has been upset, blowing up dust and increasing its miss chance.&lt;br /&gt;
* &#039;&#039;Miss chance increase: 10%&#039;&#039;&lt;br /&gt;
| [[Elec]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Lightning.png]] &#039;&#039;&#039;Deep Burns&#039;&#039;&#039;&lt;br /&gt;
||Internal damage causes slower reactions and lowers evade and resist chance.&lt;br /&gt;
* &#039;&#039;Evade and Resist reduction: 10%&#039;&#039;&lt;br /&gt;
| [[Fire]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Smite.png]] &#039;&#039;&#039;Breached Defense&#039;&#039;&#039;&lt;br /&gt;
||The holy attack has penetrated the target&#039;s defenses, making it take more damage.&lt;br /&gt;
* &#039;&#039;Mitigation reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Dark]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Disintegrate.png‎]] &#039;&#039;&#039;Blunted Attack&#039;&#039;&#039;&lt;br /&gt;
||The decaying effects of the spell has blunted the target&#039;s offenses, making it deal less damage.&lt;br /&gt;
* &#039;&#039;Damage reduction: 10%&#039;&#039;&lt;br /&gt;
||[[Holy]] resistance is lowered by 25.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:ripesoul.png]] &#039;&#039;&#039;Ripened Soul&#039;&#039;&#039;&lt;br /&gt;
||The life essence of the target has been corrupted beyond repair, damaging its physical form over time.&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + EDB / 100) * 0.2&#039;&#039;&lt;br /&gt;
||Will cause Spirit Theft if targeted by Drain and the [[ability]] Spirit Theft is active (even if Drain is resisted/absorbed/evaded)&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 7&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Abilities_Soul_Fire.png‎]] &#039;&#039;&#039;Burning Soul&#039;&#039;&#039;&lt;br /&gt;
||The life essence of the target has been set ablaze, damaging its physical form over time.&lt;br /&gt;
* &#039;&#039;Damage over time = MDB * (1 + EDB / 100) * 0.2&#039;&#039;&lt;br /&gt;
||Will cause Ether Theft if targeted by Drain and the [[ability]] Ether Theft is active (even if Drain is resisted/absorbed/evaded)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chance on Hit===&lt;br /&gt;
The chance-on-hit to proc one of these effects on a monster varies based on the spell cast.&lt;br /&gt;
&lt;br /&gt;
The following base averages have been observed:&lt;br /&gt;
*From being hit with a spike shield active: 17.5%?&lt;br /&gt;
*T1: 20%-25%?&lt;br /&gt;
*T2: 50%?&lt;br /&gt;
*T3: 75%?&lt;br /&gt;
&lt;br /&gt;
==Spike Shields==&lt;br /&gt;
Spike Shields are an [[ability]] that grant an added effect to the Protection spell. Only 1 of 4 elemental shields can be active at one time.&lt;br /&gt;
*Can proc upon parrying or blocking an attack.&lt;br /&gt;
*Do a minimum of 5 damage to monsters regardless of damage taken.&lt;br /&gt;
*Count as physical damage.&lt;br /&gt;
*Can proc [[#Status Effects|status effects]] (~20%? chance).&lt;br /&gt;
&lt;br /&gt;
==Procs==&lt;br /&gt;
Spell procs take priority in the following order (assuming they are applicable):&lt;br /&gt;
&lt;br /&gt;
Absorb &amp;gt; Spirit Shield &amp;gt; Spark of Life &amp;gt; Spike effects&lt;br /&gt;
&lt;br /&gt;
==Stacking==&lt;br /&gt;
The effects of Arcane Focus and Heartseeker cannot be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Fighting_Styles&amp;diff=25197</id>
		<title>Fighting Styles</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Fighting_Styles&amp;diff=25197"/>
		<updated>2013-07-06T10:27:55Z</updated>

		<summary type="html">&lt;p&gt;PK678353: Updated fighting style proc chances&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 magic]] and [[Spells#Supportive_Magic|supportive magic]] spell effects (including Regen) last 50% longer.&lt;br /&gt;
**Offensive spells have a 100% hit chance and will bypass monster&#039;s evade and resist chance?&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%, attack accuracy by 50%, and parry chance by 10% 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 Dexterity, Strength, and One-Handed Proficiency. 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;
*Damage 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 &#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. &lt;br /&gt;
*Offhand weapon damage is reduced to 50%&lt;br /&gt;
*Attack accuracy of the offhand weapon is not added to the base accuracy. Instead the offhand&#039;s chance is based on 75% + half accuracy.&lt;br /&gt;
*Offhand Strikes have the chance to proc their own weapon proc. The offhand weapon also gets a 50% boost to its Parry.&lt;br /&gt;
*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.&lt;br /&gt;
*[[Equipment#Elemental_Weapons|Elemental Weapons]] equipped in offhand will also trigger the elemental strike effect.&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;
==[http://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.&lt;br /&gt;
*The chance to proc domino strikes are the same as with Two-Handed proficiency. However, it does NOT have the bonus damage/range that being over 100 Two-Handed proficiency does.&lt;br /&gt;
*&#039;&#039;&#039;No weapon proficiencies are gained when using this style.&#039;&#039;&#039;&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 ?% of the monster&#039;s current 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]]&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>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Ring_of_Blood&amp;diff=24298</id>
		<title>Ring of Blood</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Ring_of_Blood&amp;diff=24298"/>
		<updated>2013-05-25T19:17:22Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ring of Blood is one of the [[battle modes]] in the [[HentaiVerse]] mini-game. The Ring of Blood is a single-round battle that places players against powerful foes.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
Each challenge may be attempted by using the appropriate number of [[Items#Tokens|Tokens of Blood]]. Each challenge may only be attempted once per [[Dawn of a New Day]], regardless of success or failure.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
See the [[HentaiVerse Bestiary]] for monster information.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Challenge || Min. Level || Token Cost || 1st Clear Bonus || Composition&lt;br /&gt;
|-&lt;br /&gt;
|Konata || 50 || 1 || 10,000? C || Konata + Manbearpig?&lt;br /&gt;
|-&lt;br /&gt;
|Mikuru Asahina || 75 || 2 || 25,000 C || Mikuru Asahina + White Bunneh?&lt;br /&gt;
|-&lt;br /&gt;
|Ryouko Asakura || 75 || 2 || 25,000 C || Ryouko Asakura + Mithra&lt;br /&gt;
|-&lt;br /&gt;
|Yuki Nagato || 75 || 2 || 25,000 C || Yuki Nagato + Dalek&lt;br /&gt;
|-&lt;br /&gt;
|Real Life || 100 || 3 || 50,000? C || Real Life + Konata&lt;br /&gt;
|-&lt;br /&gt;
|Invisible Pink Unicorn || 150 || 3 || 75,000? C || Invisible Pink Unicorn + ???&lt;br /&gt;
|-&lt;br /&gt;
|Flying Spaghetti Monster || 200 || 5 || 100,000? C || 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 || Goddess Trio + The 3 Dragons + Real Life + Invisible Pink Unicorn + Flying Spaghetti Monster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
The first completion of a challenge provides a Clear Bonus while subsequent completions only reward 1,000 [[credits]]. The first time a challenge is cleared on a higher [[difficulty]] than previously accomplished also grants full HP and MP restoration. There is also a guaranteed drop upon completing any challenge.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Arena]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Training&amp;diff=24291</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Training&amp;diff=24291"/>
		<updated>2013-05-25T09:06:19Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Some information is obsolete as of patch 0.76&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Training is a feature where [[credits]] are spent on skills that affect the player, mainly in the [[HentaiVerse]]. The credit cost of training a given skill increases with skill level. Skill training can be aborted, in which case the whole cost will be refunded. Players can only train one skill at a time. Players can continue to take other actions including [[combat]] after initiating training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If a player leaves the training screen before training is completed, they will have to revisit it after it has finished in order to receive the bonus.&#039;&#039;&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;
!Misc Posting&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Raises your [[Gallery_Categories#Limits|limit for posting &amp;quot;Misc&amp;quot; galleries]] by 25.&lt;br /&gt;
|1H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|763,500&lt;br /&gt;
|3,231,340&lt;br /&gt;
|-&lt;br /&gt;
!Adept Learner&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Boosts your [[EXP]] bonus by 1%.&lt;br /&gt;
|1H&lt;br /&gt;
|300&lt;br /&gt;
|50&lt;br /&gt;
|99,999&lt;br /&gt;
|5,889,168&lt;br /&gt;
|-&lt;br /&gt;
!Assimilator&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the rate at which you gain [[proficiency]] by 10%.&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|50,000&lt;br /&gt;
|1,000,000&lt;br /&gt;
|4,403,900&lt;br /&gt;
|-&lt;br /&gt;
!Ability Boost&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Awards you an additional [[Ability Point]].&lt;br /&gt;
|2H&lt;br /&gt;
|500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|100&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
!Manifest Destiny&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Awards you an additional [[Mastery Point]].&lt;br /&gt;
|24H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|1,000,000&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
!Power Tank&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | (&#039;&#039;No longer has any effect&#039;&#039;)&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Scavenger&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your base loot [[drop chance]] by 2%.&lt;br /&gt;
|4H&lt;br /&gt;
|50&lt;br /&gt;
|500?&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
![[#Luck_of_the_Draw|Luck of the Draw]]&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your loot quality bonus by 1%.&lt;br /&gt;
|8H&lt;br /&gt;
|25&lt;br /&gt;
|2,000&lt;br /&gt;
|9,999,999&lt;br /&gt;
|36,840,660&lt;br /&gt;
|-&lt;br /&gt;
!Quartermaster&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your base [[equipment]] [[drop chance]] by 5%.&lt;br /&gt;
|12H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|9,999,999&lt;br /&gt;
|31,236,286&lt;br /&gt;
|-&lt;br /&gt;
!Archaeologist&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your base [[artifact]] [[drop chance]] by 10%.&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|25,000&lt;br /&gt;
|8,000,000?&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
!Culinarian&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Improved monster [[hunger]] drain&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|1,250,000&lt;br /&gt;
|???&lt;br /&gt;
|137,500,000?&lt;br /&gt;
|-&lt;br /&gt;
!Gentleman&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Improved monster [[morale]] drain&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|2,500,000&lt;br /&gt;
|???&lt;br /&gt;
|137,500,000?&lt;br /&gt;
|-&lt;br /&gt;
!And A Scholar&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of slots in your [[Battle Inventory]] for [[scrolls]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|5&lt;br /&gt;
|20,000?&lt;br /&gt;
|100,000?&lt;br /&gt;
|300,000?&lt;br /&gt;
|-&lt;br /&gt;
!Tincture&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of slots in your [[Battle Inventory]] for [[infusions]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|5&lt;br /&gt;
|20,000?&lt;br /&gt;
|100,000?&lt;br /&gt;
|300,000?&lt;br /&gt;
|-&lt;br /&gt;
!Pack Rat&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of slots in your [[Battle Inventory]] for [[items]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|20,000&lt;br /&gt;
|100,000&lt;br /&gt;
|540,000&lt;br /&gt;
|-&lt;br /&gt;
!Set Collector&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of [[equipment]] sets available.&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;
|colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Totals&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| ???H&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&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;2&amp;lt;/sup&amp;gt; - Cannot be training beyond (the player&#039;s level / 50).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Cannot be training beyond (the player&#039;s level / 20).&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;
|Misc Posting || 5,000 || 100 || 0.0280232009&lt;br /&gt;
|-&lt;br /&gt;
|Adept Learner || 50 || 10 || 0.00145684&lt;br /&gt;
|-&lt;br /&gt;
|Assimilator || 50,000 || 50,000 || 0.0058690916&lt;br /&gt;
|-&lt;br /&gt;
|Ability Boost || 100 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Destiny || 1,000,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger || 500 || 200? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Luck of the Draw || 2,000 || 1,000 || 0.0246522613&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster || 5,000 || 1,500 || 0.0295264091&lt;br /&gt;
|-&lt;br /&gt;
|Archaeologist || 25,000 || 25,000? || 0.030981982?&lt;br /&gt;
|-&lt;br /&gt;
|Culinarian || 1,250,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Gentleman || 2,500,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|And A Scholar || 20,000? || 20,000? || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tincture || 20,000? || 20,000? || 0&lt;br /&gt;
|-&lt;br /&gt;
|Pack Rat || 10,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Set Collector || 12,500 || 12,500 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Luck of the Draw==&lt;br /&gt;
Modifies Loot Quality Bonus (LQB).&amp;lt;sup&amp;gt;[http://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=116382&amp;amp;view=findpost&amp;amp;p=2497184]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does &#039;&#039;&#039;NOT&#039;&#039;&#039; affect the [[Shrine]], tiers, or [[Equipment Suffixes]]. It only affect drops&#039; [[quality]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Loot Factors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Loot Factors for [[Equipment]]===&lt;br /&gt;
#The system randomly rolls a value between x and 200.&lt;br /&gt;
#*x is determined by various quality modifiers, and is a number between 0 and 0.75.&lt;br /&gt;
#Exponential function translates the value in step 1 into value q between 0 and 1.&lt;br /&gt;
#*This value q also determines the base quality score.&lt;br /&gt;
#q is multiplied by stat variance and adds to base minimum stats.&lt;br /&gt;
&lt;br /&gt;
===Quality Modifiers===&lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
*Luck of the Draw Training&lt;br /&gt;
*[[Battle Modes]]&lt;br /&gt;
**[[Random Encounter]]: A static Round Bonus.&lt;br /&gt;
**[[Grindfest]] / [[Item World]]: A variable Round Bonus starts low and increases with each round played, maxing out at round 100.&lt;br /&gt;
**[[Arena]]: A static Arena Bonus is given based on the arena level.&lt;br /&gt;
&lt;br /&gt;
==Increased Drop Chances==&lt;br /&gt;
Scavenger, Quartermaster, and Archaeologist affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 12.5%. Thus Scavenger increases a player&#039;s chance of getting both equipment and artifacts because there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. 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;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Loot_drop = Base_loot_drop + (Base_loot_drop * Scavenger_level * ???)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True equipment drop chance can be determined by the following formula (Base_equip_drop = 0.04):&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;Equipment_drop = Loot_drop * (Base_equipment_drop + (Base_equip_drop * Quartermaster_level * 0.05)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):&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;Artifact_drop = (Loot_drop - Equip_drop) * (Base_artifact_drop + (Base_artifact_drop * Archaeologist_level * 0.1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&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;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Other_drop = (Loot_drop - Equip_drop - Artifact_drop) * (Base_other_drop)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&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;
==See also==&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Loot Drop Rolls]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.starfleetplatoon.com/EHCalc/download.php Sonic&#039;s EH Calculator] - Calculates how much each level of training costs, among many other features.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:Site Features]][[Category:E-Hentai Forums]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Training&amp;diff=24290</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Training&amp;diff=24290"/>
		<updated>2013-05-25T09:02:34Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Values */  -&amp;gt; Arch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Some information is obsolete as of patch 0.76&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Training is a feature where [[credits]] are spent on skills that affect the player, mainly in the [[HentaiVerse]]. The credit cost of training a given skill increases with skill level. Skill training can be aborted, in which case the whole cost will be refunded. Players can only train one skill at a time. Players can continue to take other actions including [[combat]] after initiating training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If a player leaves the training screen before training is completed, they will have to revisit it after it has finished in order to receive the bonus.&#039;&#039;&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;
!Misc Posting&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Raises your [[Gallery_Categories#Limits|limit for posting &amp;quot;Misc&amp;quot; galleries]] by 25.&lt;br /&gt;
|1H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|763,500&lt;br /&gt;
|3,231,340&lt;br /&gt;
|-&lt;br /&gt;
!Adept Learner&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Boosts your [[EXP]] bonus by 1%.&lt;br /&gt;
|1H&lt;br /&gt;
|300&lt;br /&gt;
|50&lt;br /&gt;
|99,999&lt;br /&gt;
|5,889,168&lt;br /&gt;
|-&lt;br /&gt;
!Assimilator&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the rate at which you gain [[proficiency]] by 10%.&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|50,000&lt;br /&gt;
|1,000,000&lt;br /&gt;
|4,403,900&lt;br /&gt;
|-&lt;br /&gt;
!Ability Boost&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Awards you an additional [[Ability Point]].&lt;br /&gt;
|2H&lt;br /&gt;
|500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|100&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
!Manifest Destiny&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Awards you an additional [[Mastery Point]].&lt;br /&gt;
|24H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|1,000,000&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
!Power Tank&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | (&#039;&#039;No longer has any effect&#039;&#039;)&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Scavenger&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your base loot [[drop chance]] by 2%.&lt;br /&gt;
|4H&lt;br /&gt;
|50&lt;br /&gt;
|500?&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
![[#Luck_of_the_Draw|Luck of the Draw]]&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your loot quality bonus by 1%.&lt;br /&gt;
|8H&lt;br /&gt;
|25&lt;br /&gt;
|2,000&lt;br /&gt;
|9,999,999&lt;br /&gt;
|36,840,660&lt;br /&gt;
|-&lt;br /&gt;
!Quartermaster&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your base [[equipment]] [[drop chance]] by 5%.&lt;br /&gt;
|12H&lt;br /&gt;
|20&lt;br /&gt;
|5,000&lt;br /&gt;
|9,999,999&lt;br /&gt;
|31,236,286&lt;br /&gt;
|-&lt;br /&gt;
!Archaeologist&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases your base [[artifact]] [[drop chance]] by 10%.&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|25,000&lt;br /&gt;
|8,000,000?&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
!Culinarian&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Improved monster [[hunger]] drain&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|1,250,000&lt;br /&gt;
|???&lt;br /&gt;
|137,500,000?&lt;br /&gt;
|-&lt;br /&gt;
!Gentleman&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Improved monster [[morale]] drain&lt;br /&gt;
|24H&lt;br /&gt;
|10&lt;br /&gt;
|2,500,000&lt;br /&gt;
|???&lt;br /&gt;
|137,500,000?&lt;br /&gt;
|-&lt;br /&gt;
!And A Scholar&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of slots in your [[Battle Inventory]] for [[scrolls]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|5&lt;br /&gt;
|20,000?&lt;br /&gt;
|100,000?&lt;br /&gt;
|300,000?&lt;br /&gt;
|-&lt;br /&gt;
!Tincture&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of slots in your [[Battle Inventory]] for [[infusions]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|5&lt;br /&gt;
|20,000?&lt;br /&gt;
|100,000?&lt;br /&gt;
|300,000?&lt;br /&gt;
|-&lt;br /&gt;
!Pack Rat&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of slots in your [[Battle Inventory]] for [[items]] by 1.&lt;br /&gt;
|0H&lt;br /&gt;
|10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|20,000&lt;br /&gt;
|100,000&lt;br /&gt;
|540,000&lt;br /&gt;
|-&lt;br /&gt;
!Set Collector&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | Increases the number of [[equipment]] sets available.&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;
|colspan=&amp;quot;7&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!Totals&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| ???H&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&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;2&amp;lt;/sup&amp;gt; - Cannot be training beyond (the player&#039;s level / 50).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Cannot be training beyond (the player&#039;s level / 20).&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;
|Misc Posting || 5,000 || 100 || 0.0280232009&lt;br /&gt;
|-&lt;br /&gt;
|Adept Learner || 50 || 10 || 0.00145684&lt;br /&gt;
|-&lt;br /&gt;
|Assimilator || 50,000 || 50,000 || 0.0058690916&lt;br /&gt;
|-&lt;br /&gt;
|Ability Boost || 100 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Manifest Destiny || 1,000,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger || 500 || 200? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Luck of the Draw || 2,000 || 1,000 || 0.0246522613&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster || 5,000 || 1,500 || 0.0295264091&lt;br /&gt;
|-&lt;br /&gt;
|Archaeologist || 25,000 || 25,000 || 0.030981982&lt;br /&gt;
|-&lt;br /&gt;
|Culinarian || 1,250,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|Gentleman || 2,500,000 || ??? || ???&lt;br /&gt;
|-&lt;br /&gt;
|And A Scholar || 20,000? || 20,000? || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tincture || 20,000? || 20,000? || 0&lt;br /&gt;
|-&lt;br /&gt;
|Pack Rat || 10,000 || 10,000 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Set Collector || 12,500 || 12,500 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Luck of the Draw==&lt;br /&gt;
Modifies Loot Quality Bonus (LQB).&amp;lt;sup&amp;gt;[http://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=116382&amp;amp;view=findpost&amp;amp;p=2497184]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does &#039;&#039;&#039;NOT&#039;&#039;&#039; affect the [[Shrine]], tiers, or [[Equipment Suffixes]]. It only affect drops&#039; [[quality]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Loot Factors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Loot Factors for [[Equipment]]===&lt;br /&gt;
#The system randomly rolls a value between x and 200.&lt;br /&gt;
#*x is determined by various quality modifiers, and is a number between 0 and 0.75.&lt;br /&gt;
#Exponential function translates the value in step 1 into value q between 0 and 1.&lt;br /&gt;
#*This value q also determines the base quality score.&lt;br /&gt;
#q is multiplied by stat variance and adds to base minimum stats.&lt;br /&gt;
&lt;br /&gt;
===Quality Modifiers===&lt;br /&gt;
*[[Difficulty]]&lt;br /&gt;
*Luck of the Draw Training&lt;br /&gt;
*[[Battle Modes]]&lt;br /&gt;
**[[Random Encounter]]: A static Round Bonus.&lt;br /&gt;
**[[Grindfest]] / [[Item World]]: A variable Round Bonus starts low and increases with each round played, maxing out at round 100.&lt;br /&gt;
**[[Arena]]: A static Arena Bonus is given based on the arena level.&lt;br /&gt;
&lt;br /&gt;
==Increased Drop Chances==&lt;br /&gt;
Scavenger, Quartermaster, and Archaeologist affect the base chances of drops. Base chance of getting any loot at all is 10%; maxing out Scavenger can bring this up to 12.5%. Thus Scavenger increases a player&#039;s chance of getting both equipment and artifacts because there will be more rolls occurring after the initial loot roll, but their individual percentages will remain the same. 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;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Loot_drop = Base_loot_drop + (Base_loot_drop * Scavenger_level * ???)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True equipment drop chance can be determined by the following formula (Base_equip_drop = 0.04):&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;Equipment_drop = Loot_drop * (Base_equipment_drop + (Base_equip_drop * Quartermaster_level * 0.05)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True artifact drop chance can be determined by the following formula (Base_artifact_drop = 0.002):&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;Artifact_drop = (Loot_drop - Equip_drop) * (Base_artifact_drop + (Base_artifact_drop * Archaeologist_level * 0.1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&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;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;Other_drop = (Loot_drop - Equip_drop - Artifact_drop) * (Base_other_drop)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&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;
==See also==&lt;br /&gt;
*[[Hath Perks]]&lt;br /&gt;
*[[Loot Drop Rolls]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.starfleetplatoon.com/EHCalc/download.php Sonic&#039;s EH Calculator] - Calculates how much each level of training costs, among many other features.&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:Site Features]][[Category:E-Hentai Forums]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24272</id>
		<title>System Monsters</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24272"/>
		<updated>2013-05-24T08:51:39Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Legendaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is the list of system created monsters in the [[HentaiVerse]], including their attacks, resistances and weaknesses. The highest level monsters a user can fight are on the same level as the player, the lowest being five levels below that. For user created monsters in the HentaiVerse, see [[Monster Lab]]. &lt;br /&gt;
&lt;br /&gt;
==Attack Types==&lt;br /&gt;
Monsters can have up to three different attacks. Monsters&#039; special attacks can be either physical in nature even if there is a magic [[damage type]] associated with it (e.g. fire). A physical attack is &amp;quot;used&amp;quot; while a magical one is &amp;quot;cast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Normal Attack:&#039;&#039;&#039; A nameless attack that every monster has; they are always physical in nature. Usually Crushing, Slashing, or Piercing, with some exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Skill:&#039;&#039;&#039; A powerful named special attack which consumes the monster&#039;s MP, may be physical or magical. Most monsters require at least 50% of their max MP in order to cast/use it.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Attack:&#039;&#039;&#039; A very powerful named special attack which consumes the monster&#039;s SP, may be physical or magical. Ordinary monsters and custom monsters below PL 400 do not have spirit attacks.&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
Monsters that have more than 50% mitigation are labeled as &amp;quot;Resistant&amp;quot; to that damage type. Those that have more than 75% mitigation are labeled as &amp;quot;Impervious&amp;quot; to that type, though they can still be harmed by it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rare&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Boss==&lt;br /&gt;
*Rare&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://southpark.wikia.com/wiki/Manbearpig_%28character%29 Manbearpig]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|Slashing&lt;br /&gt;
|Super Serial&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Global Warming&lt;br /&gt;
|Magical ([[Fire]])&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|ManBearPig Tail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Rabbit_of_Caerbannog White Bunneh]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|17&lt;br /&gt;
|Piercing&lt;br /&gt;
|Awww&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|OM NOM NOM NOM&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]   &lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Holy Hand Grenade of Antioch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://finalfantasy.wikia.com/wiki/Mithra Mithra]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|Slashing&lt;br /&gt;
|Purr&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Undress&lt;br /&gt;
|Physical ([[Wind]])&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Mithra&#039;s Flower&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://tardis.wikia.com/wiki/Dalek Dalek]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19&lt;br /&gt;
|Piercing&lt;br /&gt;
|Death Ray&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Brain Sucker&lt;br /&gt;
|Physical ([[Fire]])&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]] &lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Dalek Voicebox&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Schoolgirls&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Legendaries==&lt;br /&gt;
*A.K.A. &amp;quot;The Schoolgirls&amp;quot;&lt;br /&gt;
*Legendary&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://luckystar.wikia.com/wiki/Konata_Izumi Konata]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|Crushing&lt;br /&gt;
|Timotei&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Petanko Smash&lt;br /&gt;
|Physical (Crushing)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Lock of Blue Hair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Mikuru_Asahina Mikuru Asahina]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|21&lt;br /&gt;
|Piercing&lt;br /&gt;
|Mikuru Beam&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Time Quake&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Crushing, Slashing&lt;br /&gt;
|[[Holy]], [[Dark]], Piercing&lt;br /&gt;
|Bunny-Girl Costume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Ryouko_Asakura Ryouko Asakura]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|Slashing&lt;br /&gt;
|Spike Shot&lt;br /&gt;
|Physical (Void)&lt;br /&gt;
|Impaler&lt;br /&gt;
|Physical ([[Cold]])&lt;br /&gt;
|Elemental, Crushing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Slashing&lt;br /&gt;
|Hinamatsuri Doll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Yuki_Nagato Yuki Nagato]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|23&lt;br /&gt;
|Crushing&lt;br /&gt;
|Stoic Staredown&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Data Rewrite&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Slashing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Crushing&lt;br /&gt;
|Broken Glasses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Goddesses&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Arena|Trio and the Tree]]==&lt;br /&gt;
*A.K.A. &amp;quot;Fates&amp;quot; / &amp;quot;The Goddesses&amp;quot;&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Enemy Procs|Death Proc]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Skuld Skuld]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|27&lt;br /&gt;
|Crushing&lt;br /&gt;
|Future Shock&lt;br /&gt;
|Magical ([[Elec]])&lt;br /&gt;
|Fated Demise&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Lamentations of the Future&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Urd Urd]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|Piercing&lt;br /&gt;
|Frozen Fate&lt;br /&gt;
|Magical ([[Cold]])&lt;br /&gt;
|Altered Timeline&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Screams of the Past&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Belldandy Verdandi]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|29&lt;br /&gt;
|Slashing&lt;br /&gt;
|Winds of Change&lt;br /&gt;
|Magical ([[Wind]])&lt;br /&gt;
|No Time Like The Present&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Wailings of the Present&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Yggdrasil Yggdrasil]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|Void&lt;br /&gt;
|Healing Roots&lt;br /&gt;
|N/A (Heals Goddesses)&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| N/A&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|Fury of the Sisters&lt;br /&gt;
|Sapling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Arena|A Dance With Dragons]]==&lt;br /&gt;
*[[Power Level]] 1340&lt;br /&gt;
*Ultimate&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;|Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Rhaegal Rhaegal]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8223&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Fiery Breath&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Hellfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]], Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Viserion Viserion]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8224&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Drogon Drogon]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8225&lt;br /&gt;
|Crushing&lt;br /&gt;
|Flames of Darkness&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Dark Void&lt;br /&gt;
|Magical ([[Void]])&lt;br /&gt;
|Elemental, [[Dark]], Crushing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Impervious&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Real Life&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|???&lt;br /&gt;
|Crooks&amp;lt;br&amp;gt;Dead-End Job&amp;lt;br&amp;gt;Liars&amp;lt;br&amp;gt;Money Problems&amp;lt;br&amp;gt;No Girlfriend&amp;lt;br&amp;gt;Phone Sellers&amp;lt;br&amp;gt;Rent Is Due&amp;lt;br&amp;gt;Scam Artists&amp;lt;br&amp;gt;Sheeple&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Internet Shutdown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]], [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|Nothing&lt;br /&gt;
|Black T-Shirt&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Invisible_Pink_Unicorn Invisible Pink Unicorn]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|31&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Pink Unicorn Sparkles&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|Perplexing Paradox&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Invisible Unicorn Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster Flying Spaghetti Monster]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Sudden Outbreak of Common Sense&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Puff of Logic&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Noodly Appendage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Note that these are estimates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Class&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Base Stats &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Power&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| HP Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
|-&lt;br /&gt;
| Bosses || 14 || 14 || 14 || 14 || 14 || 14 || 1400 || 11?&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 20.86?&lt;br /&gt;
|-&lt;br /&gt;
| Trio || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Konata || 16 || 16 || 16 || 16 || 20 || 20 || || 16&lt;br /&gt;
|-&lt;br /&gt;
| Mikuru Asahina || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Ryouko Asakura || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Yuki Nagato || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Real Life || 20 || 20 || 20 || 20 || 20 || 20 || || 51?&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Pink Unicorn|| || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flying Spaghetti Monster || 25 || 25 || 25 || 25 || 25 || 25 || 7000 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Monster Lab Bestiary]]&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24271</id>
		<title>System Monsters</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24271"/>
		<updated>2013-05-24T08:50:37Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Legendaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is the list of system created monsters in the [[HentaiVerse]], including their attacks, resistances and weaknesses. The highest level monsters a user can fight are on the same level as the player, the lowest being five levels below that. For user created monsters in the HentaiVerse, see [[Monster Lab]]. &lt;br /&gt;
&lt;br /&gt;
==Attack Types==&lt;br /&gt;
Monsters can have up to three different attacks. Monsters&#039; special attacks can be either physical in nature even if there is a magic [[damage type]] associated with it (e.g. fire). A physical attack is &amp;quot;used&amp;quot; while a magical one is &amp;quot;cast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Normal Attack:&#039;&#039;&#039; A nameless attack that every monster has; they are always physical in nature. Usually Crushing, Slashing, or Piercing, with some exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Skill:&#039;&#039;&#039; A powerful named special attack which consumes the monster&#039;s MP, may be physical or magical. Most monsters require at least 50% of their max MP in order to cast/use it.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Attack:&#039;&#039;&#039; A very powerful named special attack which consumes the monster&#039;s SP, may be physical or magical. Ordinary monsters and custom monsters below PL 400 do not have spirit attacks.&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
Monsters that have more than 50% mitigation are labeled as &amp;quot;Resistant&amp;quot; to that damage type. Those that have more than 75% mitigation are labeled as &amp;quot;Impervious&amp;quot; to that type, though they can still be harmed by it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rare&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Boss==&lt;br /&gt;
*Rare&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://southpark.wikia.com/wiki/Manbearpig_%28character%29 Manbearpig]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|Slashing&lt;br /&gt;
|Super Serial&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Global Warming&lt;br /&gt;
|Magical ([[Fire]])&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|ManBearPig Tail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Rabbit_of_Caerbannog White Bunneh]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|17&lt;br /&gt;
|Piercing&lt;br /&gt;
|Awww&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|OM NOM NOM NOM&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]   &lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Holy Hand Grenade of Antioch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://finalfantasy.wikia.com/wiki/Mithra Mithra]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|Slashing&lt;br /&gt;
|Purr&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Undress&lt;br /&gt;
|Physical ([[Wind]])&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Mithra&#039;s Flower&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://tardis.wikia.com/wiki/Dalek Dalek]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19&lt;br /&gt;
|Piercing&lt;br /&gt;
|Death Ray&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Brain Sucker&lt;br /&gt;
|Physical ([[Fire]])&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]] &lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Dalek Voicebox&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Schoolgirls&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Legendaries==&lt;br /&gt;
*A.K.A. &amp;quot;The Schoolgirls&amp;quot;&lt;br /&gt;
*Legendary&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://luckystar.wikia.com/wiki/Konata_Izumi Konata]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|Crushing&lt;br /&gt;
|Timotei&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Petanko Smash&lt;br /&gt;
|Physical (Crushing)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Lock of Blue Hair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Mikuru_Asahina Mikuru Asahina]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|21&lt;br /&gt;
|Piercing&lt;br /&gt;
|Mikuru Beam&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Time Quake&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Crushing, Slashing&lt;br /&gt;
|[[Holy]], [[Dark]], Piercing&lt;br /&gt;
|Bunny-Girl Costume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Ryouko_Asakura Ryouko Asakura]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|Slashing&lt;br /&gt;
|Spike Shot&lt;br /&gt;
|Physical (Void)&lt;br /&gt;
|Impaler&lt;br /&gt;
|Physical ([[Cold]])&lt;br /&gt;
|Elemental, Crushing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Slashing&lt;br /&gt;
|Hinamatsuri Doll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Yuki_Nagato Yuki Nagato]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|23&lt;br /&gt;
|Crushing&lt;br /&gt;
|Stoic Staredown&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Data Rewrite&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Slashing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Crushing&lt;br /&gt;
|Broken Glasses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Goddesses&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Arena|Trio and the Tree]]==&lt;br /&gt;
*A.K.A. &amp;quot;Fates&amp;quot; / &amp;quot;The Goddesses&amp;quot;&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Enemy Procs|Death Proc]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Skuld Skuld]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|27&lt;br /&gt;
|Crushing&lt;br /&gt;
|Future Shock&lt;br /&gt;
|Magical ([[Elec]])&lt;br /&gt;
|Fated Demise&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Lamentations of the Future&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Urd Urd]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|Piercing&lt;br /&gt;
|Frozen Fate&lt;br /&gt;
|Magical ([[Cold]])&lt;br /&gt;
|Altered Timeline&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Screams of the Past&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Belldandy Verdandi]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|29&lt;br /&gt;
|Slashing&lt;br /&gt;
|Winds of Change&lt;br /&gt;
|Magical ([[Wind]])&lt;br /&gt;
|No Time Like The Present&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Wailings of the Present&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Yggdrasil Yggdrasil]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|Void&lt;br /&gt;
|Healing Roots&lt;br /&gt;
|N/A (Heals Goddesses)&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| N/A&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|Fury of the Sisters&lt;br /&gt;
|Sapling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Arena|A Dance With Dragons]]==&lt;br /&gt;
*[[Power Level]] 1340&lt;br /&gt;
*Ultimate&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;|Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Rhaegal Rhaegal]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8223&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Fiery Breath&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Hellfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]], Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Viserion Viserion]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8224&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Drogon Drogon]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8225&lt;br /&gt;
|Crushing&lt;br /&gt;
|Flames of Darkness&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Dark Void&lt;br /&gt;
|Magical ([[Void]])&lt;br /&gt;
|Elemental, [[Dark]], Crushing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Impervious&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Real Life&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|???&lt;br /&gt;
|Crooks&amp;lt;br&amp;gt;Dead-End Job&amp;lt;br&amp;gt;Liars&amp;lt;br&amp;gt;Money Problems&amp;lt;br&amp;gt;No Girlfriend&amp;lt;br&amp;gt;Phone Sellers&amp;lt;br&amp;gt;Rent Is Due&amp;lt;br&amp;gt;Scam Artists&amp;lt;br&amp;gt;Sheeple&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Internet Shutdown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]], [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|Nothing&lt;br /&gt;
|Black T-Shirt&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Invisible_Pink_Unicorn Invisible Pink Unicorn]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|31&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Pink Unicorn Sparkles&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|Perplexing Paradox&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Invisible Unicorn Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster Flying Spaghetti Monster]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Sudden Outbreak of Common Sense&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Puff of Logic&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Noodly Appendage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Note that these are estimates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Class&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Base Stats &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Power&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| HP Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
|-&lt;br /&gt;
| Bosses || 14 || 14 || 14 || 14 || 14 || 14 || 1400 || 11?&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 20.86?&lt;br /&gt;
|-&lt;br /&gt;
| Trio || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Konata || 16 || 16 || 16 || 16 || 20 || 20 || || 16&lt;br /&gt;
|-&lt;br /&gt;
| Mikuru Asahina || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Ryouko Asakura || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Yuki Nagato || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Real Life || 20 || 20 || 20 || 20 || 20 || 20 || || 51?&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Pink Unicorn|| || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flying Spaghetti Monster || 25 || 25 || 25 || 25 || 25 || 25 || 7000 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Monster Lab Bestiary]]&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24270</id>
		<title>System Monsters</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24270"/>
		<updated>2013-05-24T08:48:23Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Legendaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is the list of system created monsters in the [[HentaiVerse]], including their attacks, resistances and weaknesses. The highest level monsters a user can fight are on the same level as the player, the lowest being five levels below that. For user created monsters in the HentaiVerse, see [[Monster Lab]]. &lt;br /&gt;
&lt;br /&gt;
==Attack Types==&lt;br /&gt;
Monsters can have up to three different attacks. Monsters&#039; special attacks can be either physical in nature even if there is a magic [[damage type]] associated with it (e.g. fire). A physical attack is &amp;quot;used&amp;quot; while a magical one is &amp;quot;cast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Normal Attack:&#039;&#039;&#039; A nameless attack that every monster has; they are always physical in nature. Usually Crushing, Slashing, or Piercing, with some exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Skill:&#039;&#039;&#039; A powerful named special attack which consumes the monster&#039;s MP, may be physical or magical. Most monsters require at least 50% of their max MP in order to cast/use it.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Attack:&#039;&#039;&#039; A very powerful named special attack which consumes the monster&#039;s SP, may be physical or magical. Ordinary monsters and custom monsters below PL 400 do not have spirit attacks.&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
Monsters that have more than 50% mitigation are labeled as &amp;quot;Resistant&amp;quot; to that damage type. Those that have more than 75% mitigation are labeled as &amp;quot;Impervious&amp;quot; to that type, though they can still be harmed by it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rare&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Boss==&lt;br /&gt;
*Rare&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://southpark.wikia.com/wiki/Manbearpig_%28character%29 Manbearpig]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|Slashing&lt;br /&gt;
|Super Serial&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Global Warming&lt;br /&gt;
|Magical ([[Fire]])&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|ManBearPig Tail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Rabbit_of_Caerbannog White Bunneh]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|17&lt;br /&gt;
|Piercing&lt;br /&gt;
|Awww&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|OM NOM NOM NOM&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]   &lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Holy Hand Grenade of Antioch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://finalfantasy.wikia.com/wiki/Mithra Mithra]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|Slashing&lt;br /&gt;
|Purr&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Undress&lt;br /&gt;
|Physical ([[Wind]])&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Mithra&#039;s Flower&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://tardis.wikia.com/wiki/Dalek Dalek]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19&lt;br /&gt;
|Piercing&lt;br /&gt;
|Death Ray&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Brain Sucker&lt;br /&gt;
|Physical ([[Fire]])&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]] &lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Dalek Voicebox&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Schoolgirls&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Legendaries==&lt;br /&gt;
*A.K.A. &amp;quot;The Schoolgirls&amp;quot;&lt;br /&gt;
*Legendary&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://luckystar.wikia.com/wiki/Konata_Izumi Konata]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|Crushing&lt;br /&gt;
|Timotei&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Petanko Smash&lt;br /&gt;
|Physical (Crushing)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Lock of Blue Hair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Mikuru_Asahina Mikuru Asahina]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|21&lt;br /&gt;
|Piercing&lt;br /&gt;
|Mikuru Beam&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Time Quake&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Crushing, Slashing&lt;br /&gt;
|[[Holy]], [[Dark]], Piercing&lt;br /&gt;
|Bunny-Girl Costume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Ryouko_Asakura Ryouko Asakura]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|Slashing&lt;br /&gt;
|Spike Shot&lt;br /&gt;
|Physical (Void)&lt;br /&gt;
|Impaler&lt;br /&gt;
|Physical ([[Cold]])&lt;br /&gt;
|Elemental, Crushing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Slashing&lt;br /&gt;
|Hinamatsuri Doll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Yuki_Nagato Yuki Nagato]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|23&lt;br /&gt;
|Crushing&lt;br /&gt;
|Stoic Staredown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Data Rewrite&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Slashing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Crushing&lt;br /&gt;
|Broken Glasses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Goddesses&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Arena|Trio and the Tree]]==&lt;br /&gt;
*A.K.A. &amp;quot;Fates&amp;quot; / &amp;quot;The Goddesses&amp;quot;&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Enemy Procs|Death Proc]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Skuld Skuld]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|27&lt;br /&gt;
|Crushing&lt;br /&gt;
|Future Shock&lt;br /&gt;
|Magical ([[Elec]])&lt;br /&gt;
|Fated Demise&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Lamentations of the Future&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Urd Urd]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|Piercing&lt;br /&gt;
|Frozen Fate&lt;br /&gt;
|Magical ([[Cold]])&lt;br /&gt;
|Altered Timeline&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Screams of the Past&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Belldandy Verdandi]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|29&lt;br /&gt;
|Slashing&lt;br /&gt;
|Winds of Change&lt;br /&gt;
|Magical ([[Wind]])&lt;br /&gt;
|No Time Like The Present&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Wailings of the Present&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Yggdrasil Yggdrasil]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|Void&lt;br /&gt;
|Healing Roots&lt;br /&gt;
|N/A (Heals Goddesses)&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| N/A&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|Fury of the Sisters&lt;br /&gt;
|Sapling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Arena|A Dance With Dragons]]==&lt;br /&gt;
*[[Power Level]] 1340&lt;br /&gt;
*Ultimate&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;|Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Rhaegal Rhaegal]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8223&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Fiery Breath&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Hellfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]], Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Viserion Viserion]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8224&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Drogon Drogon]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8225&lt;br /&gt;
|Crushing&lt;br /&gt;
|Flames of Darkness&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Dark Void&lt;br /&gt;
|Magical ([[Void]])&lt;br /&gt;
|Elemental, [[Dark]], Crushing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Impervious&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Real Life&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|???&lt;br /&gt;
|Crooks&amp;lt;br&amp;gt;Dead-End Job&amp;lt;br&amp;gt;Liars&amp;lt;br&amp;gt;Money Problems&amp;lt;br&amp;gt;No Girlfriend&amp;lt;br&amp;gt;Phone Sellers&amp;lt;br&amp;gt;Rent Is Due&amp;lt;br&amp;gt;Scam Artists&amp;lt;br&amp;gt;Sheeple&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Internet Shutdown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]], [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|Nothing&lt;br /&gt;
|Black T-Shirt&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Invisible_Pink_Unicorn Invisible Pink Unicorn]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|31&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Pink Unicorn Sparkles&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|Perplexing Paradox&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Invisible Unicorn Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster Flying Spaghetti Monster]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Sudden Outbreak of Common Sense&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Puff of Logic&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Noodly Appendage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Note that these are estimates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Class&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Base Stats &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Power&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| HP Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
|-&lt;br /&gt;
| Bosses || 14 || 14 || 14 || 14 || 14 || 14 || 1400 || 11?&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 20.86?&lt;br /&gt;
|-&lt;br /&gt;
| Trio || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Konata || 16 || 16 || 16 || 16 || 20 || 20 || || 16&lt;br /&gt;
|-&lt;br /&gt;
| Mikuru Asahina || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Ryouko Asakura || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Yuki Nagato || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Real Life || 20 || 20 || 20 || 20 || 20 || 20 || || 51?&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Pink Unicorn|| || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flying Spaghetti Monster || 25 || 25 || 25 || 25 || 25 || 25 || 7000 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Monster Lab Bestiary]]&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24269</id>
		<title>System Monsters</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24269"/>
		<updated>2013-05-24T08:47:36Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Legendaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is the list of system created monsters in the [[HentaiVerse]], including their attacks, resistances and weaknesses. The highest level monsters a user can fight are on the same level as the player, the lowest being five levels below that. For user created monsters in the HentaiVerse, see [[Monster Lab]]. &lt;br /&gt;
&lt;br /&gt;
==Attack Types==&lt;br /&gt;
Monsters can have up to three different attacks. Monsters&#039; special attacks can be either physical in nature even if there is a magic [[damage type]] associated with it (e.g. fire). A physical attack is &amp;quot;used&amp;quot; while a magical one is &amp;quot;cast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Normal Attack:&#039;&#039;&#039; A nameless attack that every monster has; they are always physical in nature. Usually Crushing, Slashing, or Piercing, with some exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Skill:&#039;&#039;&#039; A powerful named special attack which consumes the monster&#039;s MP, may be physical or magical. Most monsters require at least 50% of their max MP in order to cast/use it.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Attack:&#039;&#039;&#039; A very powerful named special attack which consumes the monster&#039;s SP, may be physical or magical. Ordinary monsters and custom monsters below PL 400 do not have spirit attacks.&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
Monsters that have more than 50% mitigation are labeled as &amp;quot;Resistant&amp;quot; to that damage type. Those that have more than 75% mitigation are labeled as &amp;quot;Impervious&amp;quot; to that type, though they can still be harmed by it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rare&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Boss==&lt;br /&gt;
*Rare&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://southpark.wikia.com/wiki/Manbearpig_%28character%29 Manbearpig]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|Slashing&lt;br /&gt;
|Super Serial&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Global Warming&lt;br /&gt;
|Magical ([[Fire]])&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|ManBearPig Tail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Rabbit_of_Caerbannog White Bunneh]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|17&lt;br /&gt;
|Piercing&lt;br /&gt;
|Awww&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|OM NOM NOM NOM&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]   &lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Holy Hand Grenade of Antioch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://finalfantasy.wikia.com/wiki/Mithra Mithra]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|Slashing&lt;br /&gt;
|Purr&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Undress&lt;br /&gt;
|Physical ([[Wind]])&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Mithra&#039;s Flower&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://tardis.wikia.com/wiki/Dalek Dalek]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19&lt;br /&gt;
|Piercing&lt;br /&gt;
|Death Ray&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Brain Sucker&lt;br /&gt;
|Physical ([[Fire]])&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]] &lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Dalek Voicebox&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Schoolgirls&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Legendaries==&lt;br /&gt;
*A.K.A. &amp;quot;The Schoolgirls&amp;quot;&lt;br /&gt;
*Legendary&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://luckystar.wikia.com/wiki/Konata_Izumi Konata]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|Crushing&lt;br /&gt;
|Timotei&lt;br /&gt;
|Magical (Void)&lt;br /&gt;
|Petanko Smash&lt;br /&gt;
|Physical&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Lock of Blue Hair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Mikuru_Asahina Mikuru Asahina]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|21&lt;br /&gt;
|Piercing&lt;br /&gt;
|Mikuru Beam&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Time Quake&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Crushing, Slashing&lt;br /&gt;
|[[Holy]], [[Dark]], Piercing&lt;br /&gt;
|Bunny-Girl Costume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Ryouko_Asakura Ryouko Asakura]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|Slashing&lt;br /&gt;
|Spike Shot&lt;br /&gt;
|Physical (Void)&lt;br /&gt;
|Impaler&lt;br /&gt;
|Physical ([[Cold]])&lt;br /&gt;
|Elemental, Crushing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Slashing&lt;br /&gt;
|Hinamatsuri Doll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Yuki_Nagato Yuki Nagato]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|23&lt;br /&gt;
|Crushing&lt;br /&gt;
|Stoic Staredown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Data Rewrite&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Slashing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Crushing&lt;br /&gt;
|Broken Glasses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Goddesses&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Arena|Trio and the Tree]]==&lt;br /&gt;
*A.K.A. &amp;quot;Fates&amp;quot; / &amp;quot;The Goddesses&amp;quot;&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Enemy Procs|Death Proc]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Skuld Skuld]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|27&lt;br /&gt;
|Crushing&lt;br /&gt;
|Future Shock&lt;br /&gt;
|Magical ([[Elec]])&lt;br /&gt;
|Fated Demise&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Lamentations of the Future&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Urd Urd]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|Piercing&lt;br /&gt;
|Frozen Fate&lt;br /&gt;
|Magical ([[Cold]])&lt;br /&gt;
|Altered Timeline&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Screams of the Past&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Belldandy Verdandi]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|29&lt;br /&gt;
|Slashing&lt;br /&gt;
|Winds of Change&lt;br /&gt;
|Magical ([[Wind]])&lt;br /&gt;
|No Time Like The Present&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Wailings of the Present&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Yggdrasil Yggdrasil]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|Void&lt;br /&gt;
|Healing Roots&lt;br /&gt;
|N/A (Heals Goddesses)&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| N/A&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|Fury of the Sisters&lt;br /&gt;
|Sapling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Arena|A Dance With Dragons]]==&lt;br /&gt;
*[[Power Level]] 1340&lt;br /&gt;
*Ultimate&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;|Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Rhaegal Rhaegal]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8223&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Fiery Breath&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Hellfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]], Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Viserion Viserion]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8224&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Drogon Drogon]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8225&lt;br /&gt;
|Crushing&lt;br /&gt;
|Flames of Darkness&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Dark Void&lt;br /&gt;
|Magical ([[Void]])&lt;br /&gt;
|Elemental, [[Dark]], Crushing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Impervious&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Real Life&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|???&lt;br /&gt;
|Crooks&amp;lt;br&amp;gt;Dead-End Job&amp;lt;br&amp;gt;Liars&amp;lt;br&amp;gt;Money Problems&amp;lt;br&amp;gt;No Girlfriend&amp;lt;br&amp;gt;Phone Sellers&amp;lt;br&amp;gt;Rent Is Due&amp;lt;br&amp;gt;Scam Artists&amp;lt;br&amp;gt;Sheeple&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Internet Shutdown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]], [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|Nothing&lt;br /&gt;
|Black T-Shirt&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Invisible_Pink_Unicorn Invisible Pink Unicorn]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|31&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Pink Unicorn Sparkles&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|Perplexing Paradox&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Invisible Unicorn Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster Flying Spaghetti Monster]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Sudden Outbreak of Common Sense&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Puff of Logic&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Noodly Appendage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Note that these are estimates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Class&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Base Stats &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Power&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| HP Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
|-&lt;br /&gt;
| Bosses || 14 || 14 || 14 || 14 || 14 || 14 || 1400 || 11?&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 20.86?&lt;br /&gt;
|-&lt;br /&gt;
| Trio || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Konata || 16 || 16 || 16 || 16 || 20 || 20 || || 16&lt;br /&gt;
|-&lt;br /&gt;
| Mikuru Asahina || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Ryouko Asakura || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Yuki Nagato || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Real Life || 20 || 20 || 20 || 20 || 20 || 20 || || 51?&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Pink Unicorn|| || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flying Spaghetti Monster || 25 || 25 || 25 || 25 || 25 || 25 || 7000 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Monster Lab Bestiary]]&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24268</id>
		<title>System Monsters</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=System_Monsters&amp;diff=24268"/>
		<updated>2013-05-24T08:46:02Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Legendaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is the list of system created monsters in the [[HentaiVerse]], including their attacks, resistances and weaknesses. The highest level monsters a user can fight are on the same level as the player, the lowest being five levels below that. For user created monsters in the HentaiVerse, see [[Monster Lab]]. &lt;br /&gt;
&lt;br /&gt;
==Attack Types==&lt;br /&gt;
Monsters can have up to three different attacks. Monsters&#039; special attacks can be either physical in nature even if there is a magic [[damage type]] associated with it (e.g. fire). A physical attack is &amp;quot;used&amp;quot; while a magical one is &amp;quot;cast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Normal Attack:&#039;&#039;&#039; A nameless attack that every monster has; they are always physical in nature. Usually Crushing, Slashing, or Piercing, with some exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Skill:&#039;&#039;&#039; A powerful named special attack which consumes the monster&#039;s MP, may be physical or magical. Most monsters require at least 50% of their max MP in order to cast/use it.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Attack:&#039;&#039;&#039; A very powerful named special attack which consumes the monster&#039;s SP, may be physical or magical. Ordinary monsters and custom monsters below PL 400 do not have spirit attacks.&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
Monsters that have more than 50% mitigation are labeled as &amp;quot;Resistant&amp;quot; to that damage type. Those that have more than 75% mitigation are labeled as &amp;quot;Impervious&amp;quot; to that type, though they can still be harmed by it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Rare&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Boss==&lt;br /&gt;
*Rare&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://southpark.wikia.com/wiki/Manbearpig_%28character%29 Manbearpig]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16&lt;br /&gt;
|Slashing&lt;br /&gt;
|Super Serial&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Global Warming&lt;br /&gt;
|Magical ([[Fire]])&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|ManBearPig Tail&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Rabbit_of_Caerbannog White Bunneh]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|17&lt;br /&gt;
|Piercing&lt;br /&gt;
|Awww&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|OM NOM NOM NOM&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]   &lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Holy Hand Grenade of Antioch&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://finalfantasy.wikia.com/wiki/Mithra Mithra]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18&lt;br /&gt;
|Slashing&lt;br /&gt;
|Purr&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Undress&lt;br /&gt;
|Physical ([[Wind]])&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Mithra&#039;s Flower&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://tardis.wikia.com/wiki/Dalek Dalek]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19&lt;br /&gt;
|Piercing&lt;br /&gt;
|Death Ray&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Brain Sucker&lt;br /&gt;
|Physical ([[Fire]])&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]] &lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Dalek Voicebox&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Schoolgirls&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Legendaries==&lt;br /&gt;
*A.K.A. &amp;quot;The Schoolgirls&amp;quot;&lt;br /&gt;
*Legendary&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://luckystar.wikia.com/wiki/Konata_Izumi Konata]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|20&lt;br /&gt;
|Crushing&lt;br /&gt;
|Timotei&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Petanko Smash&lt;br /&gt;
|Physical&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Lock of Blue Hair&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Mikuru_Asahina Mikuru Asahina]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|21&lt;br /&gt;
|Piercing&lt;br /&gt;
|Mikuru Beam&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Time Quake&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Crushing, Slashing&lt;br /&gt;
|[[Holy]], [[Dark]], Piercing&lt;br /&gt;
|Bunny-Girl Costume&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Ryouko_Asakura Ryouko Asakura]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|22&lt;br /&gt;
|Slashing&lt;br /&gt;
|Spike Shot&lt;br /&gt;
|Physical (Void)&lt;br /&gt;
|Impaler&lt;br /&gt;
|Physical ([[Cold]])&lt;br /&gt;
|Elemental, Crushing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Slashing&lt;br /&gt;
|Hinamatsuri Doll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://haruhi.wikia.com/wiki/Yuki_Nagato Yuki Nagato]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|23&lt;br /&gt;
|Crushing&lt;br /&gt;
|Stoic Staredown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Data Rewrite&lt;br /&gt;
|Magical ([[Dark]])&lt;br /&gt;
|Elemental, Slashing, Piercing&lt;br /&gt;
|[[Holy]], [[Dark]], Crushing&lt;br /&gt;
|Broken Glasses&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div id=&amp;quot;Goddesses&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Arena|Trio and the Tree]]==&lt;br /&gt;
*A.K.A. &amp;quot;Fates&amp;quot; / &amp;quot;The Goddesses&amp;quot;&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Enemy Procs|Death Proc]]&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Skuld Skuld]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|27&lt;br /&gt;
|Crushing&lt;br /&gt;
|Future Shock&lt;br /&gt;
|Magical ([[Elec]])&lt;br /&gt;
|Fated Demise&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Elec]]&lt;br /&gt;
|Lamentations of the Future&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Urd Urd]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|28&lt;br /&gt;
|Piercing&lt;br /&gt;
|Frozen Fate&lt;br /&gt;
|Magical ([[Cold]])&lt;br /&gt;
|Altered Timeline&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Cold]]&lt;br /&gt;
|Screams of the Past&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Belldandy Verdandi]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|29&lt;br /&gt;
|Slashing&lt;br /&gt;
|Winds of Change&lt;br /&gt;
|Magical ([[Wind]])&lt;br /&gt;
|No Time Like The Present&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|[[Fire]], [[Cold]], [[Elec]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Wind]]&lt;br /&gt;
|Wailings of the Present&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://ohmygoddess.wikia.com/wiki/Yggdrasil Yggdrasil]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|30&lt;br /&gt;
|Void&lt;br /&gt;
|Healing Roots&lt;br /&gt;
|N/A (Heals Goddesses)&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| N/A&lt;br /&gt;
|[[Cold]], [[Elec]], [[Wind]], [[Holy]], [[Dark]]&lt;br /&gt;
|[[Fire]]&lt;br /&gt;
|Fury of the Sisters&lt;br /&gt;
|Sapling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Arena|A Dance With Dragons]]==&lt;br /&gt;
*[[Power Level]] 1340&lt;br /&gt;
*Ultimate&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;|Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Weakness&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Rhaegal Rhaegal]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8223&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Fiery Breath&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Physical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Hellfire&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Magical ([[Fire]])&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Fire]], [[Elec]], [[Wind]], [[Holy]], [[Dark]], Crushing&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|[[Cold]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Viserion Viserion]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8224&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://awoiaf.westeros.org/index.php/Drogon Drogon]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|8225&lt;br /&gt;
|Crushing&lt;br /&gt;
|Flames of Darkness&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Dark Void&lt;br /&gt;
|Magical ([[Void]])&lt;br /&gt;
|Elemental, [[Dark]], Crushing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
*Ultimate&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; |Monster&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |MID&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Damage Type&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Skill&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; |Spirit Attack&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Impervious&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Resistance&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |Weakness&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; |[[Items#Trophies|Trophy]]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Name&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Real Life&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|24&lt;br /&gt;
|???&lt;br /&gt;
|Crooks&amp;lt;br&amp;gt;Dead-End Job&amp;lt;br&amp;gt;Liars&amp;lt;br&amp;gt;Money Problems&amp;lt;br&amp;gt;No Girlfriend&amp;lt;br&amp;gt;Phone Sellers&amp;lt;br&amp;gt;Rent Is Due&amp;lt;br&amp;gt;Scam Artists&amp;lt;br&amp;gt;Sheeple&lt;br /&gt;
|Physical (???)&lt;br /&gt;
|Internet Shutdown&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]], [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|Nothing&lt;br /&gt;
|Black T-Shirt&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Invisible_Pink_Unicorn Invisible Pink Unicorn]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|31&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Pink Unicorn Sparkles&lt;br /&gt;
|Physical ([[Holy]])&lt;br /&gt;
|Perplexing Paradox&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Holy]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Invisible Unicorn Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Flying_Spaghetti_Monster Flying Spaghetti Monster]&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|32&lt;br /&gt;
|[[Dark]]&lt;br /&gt;
|Sudden Outbreak of Common Sense&lt;br /&gt;
|Physical ([[Dark]])&lt;br /&gt;
|Puff of Logic&lt;br /&gt;
|Magical (???)&lt;br /&gt;
|Elemental, [[Dark]]&lt;br /&gt;
|Crushing, Slashing, Piercing&lt;br /&gt;
|[[Holy]]&lt;br /&gt;
|Noodly Appendage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Note that these are estimates.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Class&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Base Stats &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| Power&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| HP Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! AGI !! END !! INT !! WIS&lt;br /&gt;
|-&lt;br /&gt;
| Bosses || 14 || 14 || 14 || 14 || 14 || 14 || 1400 || 11?&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 20.86?&lt;br /&gt;
|-&lt;br /&gt;
| Trio || 15 || 15 || 15 || 15 || 15 || 15 || 1400 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Konata || 16 || 16 || 16 || 16 || 20 || 20 || || 16&lt;br /&gt;
|-&lt;br /&gt;
| Mikuru Asahina || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Ryouko Asakura || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Yuki Nagato || 18 || 18 || 18|| 18 || 20 || 20 || 2800 || 26?&lt;br /&gt;
|-&lt;br /&gt;
| Real Life || 20 || 20 || 20 || 20 || 20 || 20 || || 51?&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Pink Unicorn|| || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flying Spaghetti Monster || 25 || 25 || 25 || 25 || 25 || 25 || 7000 || 101&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Monster Lab Bestiary]]&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=24253</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=24253"/>
		<updated>2013-05-23T19:34:56Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Some information is obsolete as of patch 0.76&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|physical damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|physical damage calculation]]&lt;br /&gt;
* Every 25 points raises Attack Accuracy, and base Parry Chance by 1%&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|magical damage calculation]]&lt;br /&gt;
*&amp;lt;s&amp;gt; Every 4 points raises base Magic Points by 1&amp;lt;/s&amp;gt;&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &amp;lt;s&amp;gt;except for every fourth point&amp;lt;/s&amp;gt;&lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|magical damage]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain items.&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(1.8932743^(1 + current_stat / 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 75)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(()[[Interference]] * 0.02)^1.5), 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?) * (1 - Max(Min((AGI - Level),0)/Level),0.1)) * (1 -  Min(Max((([[Burden]] - 40)^1.5, 0) * 0.02^1.5), 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold]] star?) is obtained (or 2 if both are possessed?). Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ====Other====&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;&lt;br /&gt;
&#039;&#039;&#039;[[Overcharge]]&#039;&#039;&#039; = 100 + Level ???&amp;lt;/pre&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=24252</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=24252"/>
		<updated>2013-05-23T19:31:09Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Primary Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Some information is obsolete as of patch 0.76&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|physical damage]] formula&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 6&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 1 to [[#Bases|physical damage calculation]]&lt;br /&gt;
* Every 25 points raises Attack Accuracy, and base Parry Chance by 1%&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 2 to [[#Bases|magical damage calculation]]&lt;br /&gt;
*&amp;lt;s&amp;gt; Every 4 points raises base Magic Points by 1&amp;lt;/s&amp;gt;&lt;br /&gt;
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 &amp;lt;s&amp;gt;except for every fourth point&amp;lt;/s&amp;gt;&lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point adds 1 to [[#Bases|magical damage]] formula&lt;br /&gt;
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.2&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes are capped at 80%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain items.&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(1.8932743^(1 + current_stat / 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player&#039;s [[level]] per stat. This is capped at +50 per attribute once a player reaches level 500.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 -  Min((Max(([[Burden]] - 75)^1.5, 0) * 0.02^1.5), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(()[[Interference]] * 0.02)^1.5), 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Attack Speed====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?) * (1 - Max(Min((AGI - Level),0)/Level),0.1)) * (1 -  Min(Max((([[Burden]] - 40)^1.5, 0) * 0.02^1.5), 1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Parry====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - DEX * 0.04%) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resist====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Block====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - prof_bonus?)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (900/(900 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + (INT * 0.25) + (WIS * 0.75)) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before [[ability]] bonuses are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold]] star?) is obtained (or 2 if both are possessed?). Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ====Other====&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;&lt;br /&gt;
&#039;&#039;&#039;[[Overcharge]]&#039;&#039;&#039; = 100 + Level ???&amp;lt;/pre&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=24057</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=24057"/>
		<updated>2013-05-21T02:51:19Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies - Needs updated to 0.73, partially out of date=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels for high difficulties, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters starts creeping past the 50% mark.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Mag/Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds even at high levels.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.  However, a Legendary Willow Destruction will easily match midrange Katalox staves, especially for Dark damage.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle, and the occasional Soul mage.&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick Notes&lt;br /&gt;
&lt;br /&gt;
Monster stat scaling: 0.1*Base_Stat*level+y&lt;br /&gt;
Bonus = 0.33 * level^1.08&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Settings&amp;diff=23994</id>
		<title>HentaiVerse Settings</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Settings&amp;diff=23994"/>
		<updated>2013-05-20T08:38:19Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Challenge Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Some information is obsolete as of patch 0.76&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page is found under the [[Character Menu]] in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
Here, a player can change various setting that affects various parts of the game. &#039;&#039;&#039;Before any changes go into effect, the player must hit the “Apply Changes” 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;6&amp;quot;|Modifiers&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[EXP]]&lt;br /&gt;
![[Credits]]&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|Monster HP &amp;amp; [[Item_World#Item_Potency|Potency EXP]]&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|[[Crystals]] &amp;amp; Monster Damage&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|Tier [[Loot_Drop_Rolls|Roll Bonus]]&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|[[Monster_Lab#Monster_PL_vs._Player_Level|Monster Power Level Adjustment]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || x1 || x1 || x1 || x1 || x1 || 0 || Balanced fun&lt;br /&gt;
|-&lt;br /&gt;
| Hard || x2 || x1.25 || x1.4 || x1.2? || x1.5 || +5? || Somewhat Tricky&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare || x4 || x1.5 || x2 || x1.4? || x2 || +20? || Pretty Tough&lt;br /&gt;
|-&lt;br /&gt;
| Hell || x6 || x1.75 || x1.6? || x1.6? || x2.5 || +30? || Even Tougher&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo || x9 || x2 || x1.9? || x1.9? || x3 || +50? || Old School&lt;br /&gt;
|-&lt;br /&gt;
| Battletoads || x12 || x2.5 || x2.2? || x2.2? || x4 || +75? || Death&lt;br /&gt;
|-&lt;br /&gt;
| IWBTH || x15 || x3 || x2.5? || x2.5? || x5 || +100? || I Wanna Be The Hentai&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Display Title==&lt;br /&gt;
Applies any [[Ranks|title]] that has been unlocked which will be displayed both in game and on the [[E-Hentai Forums]]. See the article for each title&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
==Font Engine==&lt;br /&gt;
Allows changing of the font engine that affects the appearance of the text in the game.&lt;br /&gt;
&lt;br /&gt;
==Quickbar Slots==&lt;br /&gt;
Allows players to choose commonly used [[Spells]] to be placed in their shortcut bar for easier access during battles. Note that 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 spell will be recast after a lapse of a single turn.&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
Auto-casted spells 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;
*Spells (and their effects) dissipate if player drops below 10% total MP and will be recast if they reach at least 25%.&lt;br /&gt;
**When the player is between 10-24% mana the following will not be recast:&lt;br /&gt;
***Spark of Life after it has been triggered.&lt;br /&gt;
***Any spells, when entering a new battle series.&lt;br /&gt;
***Any spell which was manually cast regardless of it being designated as auto-cast.&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:E-Hentai Forums]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Settings&amp;diff=23993</id>
		<title>HentaiVerse Settings</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Settings&amp;diff=23993"/>
		<updated>2013-05-20T08:31:38Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Challenge Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Point.png]] &#039;&#039;&#039;&#039;&#039;Some information is obsolete as of patch 0.76&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page is found under the [[Character Menu]] in the [[HentaiVerse]].&lt;br /&gt;
&lt;br /&gt;
Here, a player can change various setting that affects various parts of the game. &#039;&#039;&#039;Before any changes go into effect, the player must hit the “Apply Changes” 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;6&amp;quot;|Modifiers&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[EXP]]&lt;br /&gt;
![[Credits]]&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|Monster HP &amp;amp; [[Item_World#Item_Potency|Potency EXP]]&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|[[Crystals]] &amp;amp; Monster Damage&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|Tier [[Loot_Drop_Rolls|Roll Bonus]]&lt;br /&gt;
!width=&amp;quot;13%&amp;quot;|[[Monster_Lab#Monster_PL_vs._Player_Level|Monster Power Level Adjustment]]&lt;br /&gt;
|-&lt;br /&gt;
| Normal || x1 || x1 || x1 || x1 || x1 || 0 || Balanced fun&lt;br /&gt;
|-&lt;br /&gt;
| Hard || x2 || x1.25 || x1.4? || x1.2? || x1.5 || +5? || Somewhat Tricky&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare || x4 || x1.5 || x2 || x1.4? || x2 || +20? || Pretty Tough&lt;br /&gt;
|-&lt;br /&gt;
| Hell || x6 || x1.75 || x1.6? || x1.6? || x2.5 || +30? || Even Tougher&lt;br /&gt;
|-&lt;br /&gt;
| Nintendo || x9 || x2 || x1.9? || x1.9? || x3 || +50? || Old School&lt;br /&gt;
|-&lt;br /&gt;
| Battletoads || x12 || x2.5 || x2.2? || x2.2? || x4 || +75? || Death&lt;br /&gt;
|-&lt;br /&gt;
| IWBTH || x15 || x3 || x2.5? || x2.5? || x5 || +100? || I Wanna Be The Hentai&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Display Title==&lt;br /&gt;
Applies any [[Ranks|title]] that has been unlocked which will be displayed both in game and on the [[E-Hentai Forums]]. See the article for each title&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
==Font Engine==&lt;br /&gt;
Allows changing of the font engine that affects the appearance of the text in the game.&lt;br /&gt;
&lt;br /&gt;
==Quickbar Slots==&lt;br /&gt;
Allows players to choose commonly used [[Spells]] to be placed in their shortcut bar for easier access during battles. Note that 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 spell will be recast after a lapse of a single turn.&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
Auto-casted spells 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;
*Spells (and their effects) dissipate if player drops below 10% total MP and will be recast if they reach at least 25%.&lt;br /&gt;
**When the player is between 10-24% mana the following will not be recast:&lt;br /&gt;
***Spark of Life after it has been triggered.&lt;br /&gt;
***Any spells, when entering a new battle series.&lt;br /&gt;
***Any spell which was manually cast regardless of it being designated as auto-cast.&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:E-Hentai Forums]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=23215</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=23215"/>
		<updated>2013-05-10T07:10:18Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Mitigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 1&lt;br /&gt;
* Every point raises Physical Base Damage by 2&lt;br /&gt;
* Every point adds half a point to [[Character_Stats#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 5&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point adds a point to [[Character_Stats#Mitigation|Physical Mitigation]] and [[Character_Stats#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Physical Base Damage by 1&lt;br /&gt;
* Every 25 points raises Attack Accuracy, Attack Crit Rate, and base Parry chance by 1%&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Magical Base Damage by 2&lt;br /&gt;
* Every 4 points raises base Magic Points by 1&lt;br /&gt;
* Every 70 points raises Magic Crit Rate by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every 25 points raises base Evade chance by 1%&lt;br /&gt;
* Every 50 points raises Attack Crit Rate by 1%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 except for every fourth point&lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point raises Magical Base Damage by 1&lt;br /&gt;
* Every point adds half a point to [[Character_Stats#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* Every 25 points raises Magic Accuracy and base Resist chance by 1%&lt;br /&gt;
* Every 35 points raises Magic Crit Rate by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises base Spirit Points by 0.1&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes (STR/END/WIS) are capped at 80%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain items.&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(1.8932743^(1 + current_stat / 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Items#Artifacts|Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This is capped at +20 per attribute.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
*Various [[Auras]] give bonuses to certain attributes while active.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (STR * 2) + (DEX * 1) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 1 for Staff, 3 for 1-Handed and 2-Handed, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (INT * 2) + (WIS * 1) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Aura |orange_aura_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Aura |violet_aura_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - red_aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.04%) * (1 - AGI * 0.02%)) * (1 -  Min((Max([[Burden]] - 75, 0) * 0.02), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - base) * (1 - equip_bonus) * (1 - indigo_aura_bonus) * (1 - prof_bonus) * (1 - WIS / 35) * (1 - INT / 70)) * (1 - Min(([[Interference]] * 0.02), 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%),1)) * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |yellow_aura_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.  So, two pieces with 10% Mitigation would give an equip bonus of 19%.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |green_aura_bonus]]) * (1200/(1200 + END + STR/2))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |blue_aura_bonus]]) * (1 - [[Proficiencies |prof_bonus]]) * (1200/(1200 + END + WIS/2))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + Level * 10 + STR + END * 5) * [[Abilities#Basic_Abilities|HP Tank Modifier]] * [[Aura#White|white_aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + Level + INT * 0.25 + WIS * 0.75) * [[Abilities#Basic_Abilities|MP Tank Modifier]] * [[Aura#Black|black_aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + ([[Power]] / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * [[Abilities#Basic_Abilities|SP Tank Modifier]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before tank modifier and aura bonus are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The &#039;&#039;&#039;aura_bonus&#039;&#039;&#039; is 1.1 if the appropriate aura is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Aura |aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Aura |aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Aura |aura_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;aura_bonus&#039;&#039;&#039; is 1.5 if either [[Auras#Rainbow|Rainbow]] or [[Auras#Gold|Gold]] auras are obtained, or 2 if both are possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[Battles|battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
====Other====&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;&lt;br /&gt;
&#039;&#039;&#039;[[Overcharge]]&#039;&#039;&#039; = 100 + [[Abilities#Basic_Abilities|Overcharge Boost]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]].&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Proficiencies&amp;diff=23088</id>
		<title>Proficiencies</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Proficiencies&amp;diff=23088"/>
		<updated>2013-05-09T08:51:41Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Equipment]] Proficiencies==&lt;br /&gt;
Weapon proficiencies increase the chance of the special proc for player&#039;s active [[Fighting Styles|Fighting Style]]. It also gives additional [[Skills#Fighting Skills|fighting skills]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following effects are for every 10 points in the respective proficiency.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
*When wearing all &#039;&#039;&#039;CLOTH&#039;&#039;&#039; armor&lt;br /&gt;
**+ 0.25% Spell Crit Chance&lt;br /&gt;
**+ 0.7% Magical Mitigation&lt;br /&gt;
**+ 1 Wisdom&lt;br /&gt;
&lt;br /&gt;
*When wearing all &#039;&#039;&#039;LIGHT&#039;&#039;&#039; armor&lt;br /&gt;
**+ 0.25% Attack Crit Chance&lt;br /&gt;
**+ 0.7% Resist&lt;br /&gt;
**+ 1 Agility&lt;br /&gt;
&lt;br /&gt;
*When wearing all &#039;&#039;&#039;HEAVY&#039;&#039;&#039; armor&lt;br /&gt;
**+ 0.7% Crushing/Slashing/Piercing Mitigation&lt;br /&gt;
**+ 1 Endurance&lt;br /&gt;
&lt;br /&gt;
===[[Weapons]]===&lt;br /&gt;
*When using &#039;&#039;&#039;ONE-HANDED&#039;&#039;&#039;&lt;br /&gt;
**+ 30 Physical Base Damage&lt;br /&gt;
**+ 0.2% Attack Accuracy&lt;br /&gt;
**+ 0.5% Block&lt;br /&gt;
&lt;br /&gt;
*When using &#039;&#039;&#039;TWO-HANDED&#039;&#039;&#039;&lt;br /&gt;
**+ 30 Physical Base Damage &lt;br /&gt;
**+ 0.2% Attack Accuracy&lt;br /&gt;
**+ 0.5% Parry&lt;br /&gt;
&lt;br /&gt;
*When using &#039;&#039;&#039;DUAL-WIELD&#039;&#039;&#039;&lt;br /&gt;
**+ 50 Physical Base Damage &lt;br /&gt;
**+ 0.2% Attack Accuracy&lt;br /&gt;
**+ 0.25% Attack Crit Chance&lt;br /&gt;
&lt;br /&gt;
*When using &#039;&#039;&#039;STAFF&#039;&#039;&#039;&lt;br /&gt;
**+ 10 Physical Base Damage &lt;br /&gt;
**+ 5 Magical Base Damage &lt;br /&gt;
**+ 0.2% Attack Accuracy&lt;br /&gt;
&lt;br /&gt;
===Gaining [[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 for the 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;
*When a player attacks an enemy (even if the monster evades), there is a chance that they will gain proficiency with their active fighting style.&lt;br /&gt;
**Players using the [[Fighting Styles#Niten Ichiryu|Niten Ichiryu]] fighting style do not gain proficiency in either [[Fighting Styles#Two-Handed|Two-Handed]] or [[Fighting Styles#Dual Wielding|Dual Wielding]] proficiency even though both are used to determine [[equipment]] stats and fighting style procs.&lt;br /&gt;
**Players using a staff can also gain staff proficiency by casting [[Spells#Piercing|Magic Missile]].&lt;br /&gt;
&lt;br /&gt;
==[[Spells|Magic]] Proficiencies==&lt;br /&gt;
===Effects===&lt;br /&gt;
Magic proficiencies increases:&lt;br /&gt;
*The damage caused by spells (Offensive magic and Poison). &lt;br /&gt;
**The formula for calculating this 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;&#039;&#039;&#039;Spell Damage Multiplier&#039;&#039;&#039; = 1 + (prof / 200)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The damage caused by [[Spells#Status_Effects|status effects]].&lt;br /&gt;
*The duration of sustained spells (everything but direct damage spells and cures).&lt;br /&gt;
**Base durations can be found on the [[Spells]] page.&lt;br /&gt;
**The formula for calculating this 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;&#039;&#039;&#039;Spell Duration&#039;&#039;&#039; = base_duration * (1 + additional_AP / 4) * (1 + prof / &#039;&#039;&#039;x&#039;&#039;&#039;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*For supportive/curative spells &#039;&#039;&#039;x&#039;&#039;&#039; = 100, for deprecating spells &#039;&#039;&#039;x&#039;&#039;&#039; = 50. &lt;br /&gt;
*The amount of HP recovered from [[Spells#Curative_Magic|curative spells]].&lt;br /&gt;
*The chance for [[Spells#deprecating_Magic|deprecating spells]] to be unaffected by [[Spells#Curse_Weaving|Curse Weaving]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Magic Proficiencies===&lt;br /&gt;
Magic proficiency increases when casting a spell of the specific type (except Spiritual Proficiency) even if it misses. Spells auto-casted via [[Innate Arcana]] can give an increase each turn that they are kept active.&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;
*Spiritual Proficiency &#039;&#039;&#039;cannot&#039;&#039;&#039; be increased by casting [[Soul]] spells. Instead it is the average of a player&#039;s Forbidden and Divine proficiencies.&lt;br /&gt;
&lt;br /&gt;
==Gains==&lt;br /&gt;
*The rate at which proficiency is gained can be increased via Assimilator [[Training|training]] at +10% per rank trained, up to a maximum of double the normal rate.&lt;br /&gt;
*The chance for a proficiency gain decreases as the proficiency approaches the cap. The amount of gain however, is always chosen at random to be: 0.01, 0.02, or 0.03.&lt;br /&gt;
*Proficiencies cannot be gained during the turn the [[Skills#Universal_Skills|Defend or Focus commands]] are used or when a player otherwise [[HentaiVerse Bugs &amp;amp; Errors|skips]] a turn.&lt;br /&gt;
*[[Difficulty]] and [[monster classes]] have no effect on proficiency gains.&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 a player&#039;s current level. However, bonus proficiency points on [[equipment]] allow players to exceed their cap.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Fighting Styles]]&lt;br /&gt;
*[[Spells#Curse_Weaving|Curse Weaving]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Monster_Stats&amp;diff=22713</id>
		<title>Monster Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Monster_Stats&amp;diff=22713"/>
		<updated>2013-04-17T03:58:28Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Bases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the HentaiVerse the calculation of monsters&#039; stats are closely related to that of [[Character Stats|characters&#039; stats]] (with a few notable differences).&lt;br /&gt;
&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
Every monster has a base stat between 1 and 25. The base stat is then scaled to the actual stats by the following formula:&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;scaled_stats&#039;&#039;&#039; = 0.1 * base_stat * monster_level + y&amp;lt;/pre&amp;gt;&lt;br /&gt;
* monster_level = [[Battles#Monster_Side|monster&#039;s level when it is spawned]]&lt;br /&gt;
* y = ((level ^ 1.1) - 10) * 0.293 if monster&#039;s level is greater then 10; otherwise it&#039;s 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;The scaled stats are used to calculate other derived attributes:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 1&lt;br /&gt;
* Every point raises Physical Base Damage by 2&lt;br /&gt;
* Every point adds half a point to [[Monster_Stats#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises base Health Points by 5&lt;br /&gt;
* Every point adds a point to [[Monster_Stats#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* Every point raises [[Monster_Stats#Mitigation|Magical Mitigation]] by 0.07%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Physical Base Damage by 1&lt;br /&gt;
* Every 25 points raises Attack Accuracy and Attack Crit Rate by 1%&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Magical Base Damage by 2&lt;br /&gt;
* Every 4 points raises base Magic Points by 1&lt;br /&gt;
* Every 70 points raises Magic Crit Rate by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every 50 points raises Attack Crit Rate by 1%&lt;br /&gt;
* Every 100 points raises base Evade chance by 1%&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises base Magic Points by 1 except for every fourth point&lt;br /&gt;
* Every point raises Magical Base Damage by 1&lt;br /&gt;
* Every point raises [[Monster_Stats#Mitigation|Magical Mitigation]] by 0.04%&lt;br /&gt;
* Every 25 points raises Magic Accuracy by 1%&lt;br /&gt;
* Every 35 points raises Magic Crit Rate by 1%&lt;br /&gt;
|}&lt;br /&gt;
Notes: &lt;br /&gt;
*Mitigation gains from Primary Attributes (STR/END/WIS) are capped at 80%.&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats are added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the monster&#039;s primary attributes. Most of these formulas are affected by [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
Note that every monsters&#039; normal attacks are physical.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = ((STR * 2) + (DEX * 1)) * (1 + chaos_brutality_rank * 2.5%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&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; = (AGI / 100%) + chaos_evasion_rank * 0.5%&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 - (1200 / (1200 + END + STR / 2)) * (1 - chaos_defense_rank * 1%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - WIS * 0.04%) * (1 - END * 0.07%) * (1 - chaos_warding_rank * 1%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + Level * 10 + STR + END * 5) * [[Difficulty|difficulty_mod]] * &#039;&#039;class_mod&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = 10 + level + INT * 0.25 + WIS * 0.75&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = 1 + ([[HentaiVerse_Bestiary#Stats|Power]] / 7) + (STR + DEX + AGI + END + INT + WIS) / 10&amp;lt;/pre&amp;gt;&lt;br /&gt;
*&#039;&#039;class_mod&#039;&#039; = 1 for [[Monster Lab]] monsters and common monsters; [[HentaiVerse_Bestiary#Stats|varies]] for bosses, legndaries, and gods&lt;br /&gt;
&lt;br /&gt;
====Battle Regen====&lt;br /&gt;
During [[battle]], monsters gain 5% of MP and SP per active turn.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Stats]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Donation&amp;diff=21609</id>
		<title>Donation</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Donation&amp;diff=21609"/>
		<updated>2013-03-16T09:40:28Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Donations allow users to support E-Hentai financially. Currently, the methods for doing this are limited to using Bitcoins.&lt;br /&gt;
&lt;br /&gt;
==How-To==&lt;br /&gt;
# Visit the Bitcoin page [http://g.e-hentai.org/bitcoin.php here]&lt;br /&gt;
# Enter an amount in USD to donate&lt;br /&gt;
# Create an account on the follow-up website and transmit funds to be converted to Bitcoins &#039;&#039;or&#039;&#039; use the Bitcoin network and through a client such as [http://bitcoin.org/clients.html Bitcoin-qt]&lt;br /&gt;
# Complete the transfer&lt;br /&gt;
# The back-end now automatically credits the user&#039;s account.  It is no longer necessary to PM Tenboro after donating to receive your donation aura.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is possible to set up a direct transfer of Bitcoins. Users must PM Tenboro &#039;&#039;&#039;before&#039;&#039;&#039; attempting this.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
See [[Metallic Auras]].&lt;br /&gt;
&lt;br /&gt;
==Alternatives==&lt;br /&gt;
Those willing to spend money to support the site but who are unable to donate may also consider [[Renting A Seedbox]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Adopt-A-Server]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Site Features]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Donation&amp;diff=21608</id>
		<title>Donation</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Donation&amp;diff=21608"/>
		<updated>2013-03-16T09:39:56Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Donations are currently unavailable.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Donations allow users to support E-Hentai financially. Currently, the methods for doing this are limited to using Bitcoins.&lt;br /&gt;
&lt;br /&gt;
==How-To==&lt;br /&gt;
# Visit the Bitcoin page [http://g.e-hentai.org/bitcoin.php here]&lt;br /&gt;
# Enter an amount in USD to donate&lt;br /&gt;
# Create an account on the follow-up website and transmit funds to be converted to Bitcoins &#039;&#039;or&#039;&#039; use the Bitcoin network and through a client such as [http://bitcoin.org/clients.html Bitcoin-qt]&lt;br /&gt;
# Complete the transfer&lt;br /&gt;
# The back-end now automatically credits the user&#039;s account.  It is no longer necessary to PM Tenboro after donating to receive your donation aura.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it is possible to set up a direct transfer of Bitcoins. Users must PM Tenboro &#039;&#039;&#039;before&#039;&#039;&#039; attempting this.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
See [[Metallic Auras]].&lt;br /&gt;
&lt;br /&gt;
==Alternatives==&lt;br /&gt;
Those willing to spend money to support the site but who are unable to donate may also consider [[Renting A Seedbox]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Adopt-A-Server]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Site Features]]&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:PK678353&amp;diff=20480</id>
		<title>User talk:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:PK678353&amp;diff=20480"/>
		<updated>2013-02-16T08:47:34Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;poke - I&#039;d recommend waiting to update your page, given [http://forums.e-hentai.org/index.php?showtopic=113857 the massive changes] on the horizon.... --[[User:Destructorspace|Destructorspace]] ([[User talk:Destructorspace|talk]]) 17:23, 15 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, it was more of a &#039;Hey, this shit isn&#039;t completely up to date anymore&#039; to anyone stumbling upon it than a to do list.  God only knows when Tenboro will actually finish the revamp though (especially if it needs a full ability tree revamp on top). [[User:PK678353|PK678353]] ([[User talk:PK678353|talk]]) 08:47, 16 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:PK678353&amp;diff=20479</id>
		<title>User talk:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:PK678353&amp;diff=20479"/>
		<updated>2013-02-16T08:46:48Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;poke - I&#039;d recommend waiting to update your page, given [http://forums.e-hentai.org/index.php?showtopic=113857 the massive changes] on the horizon.... --[[User:Destructorspace|Destructorspace]] ([[User talk:Destructorspace|talk]]) 17:23, 15 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, it was more of a &#039;Hey, this shit isn&#039;t completely up to date anymore&#039; to anyone stumbling upon it than a to do list.  God only knows when Tenboro will actually finish the revamp though (especially if it needs a full ability tree revamp on top). [[User:PK678353|PK678353]] ([[User talk:PK678353|talk]])&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User_talk:PK678353&amp;diff=20478</id>
		<title>User talk:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User_talk:PK678353&amp;diff=20478"/>
		<updated>2013-02-16T08:46:23Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;poke - I&#039;d recommend waiting to update your page, given [http://forums.e-hentai.org/index.php?showtopic=113857 the massive changes] on the horizon.... --[[User:Destructorspace|Destructorspace]] ([[User talk:Destructorspace|talk]]) 17:23, 15 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, it was more of a &#039;Hey, this shit isn&#039;t completely up to date anymore&#039; to anyone stumbling upon it than a to do list.  God only knows when Tenboro will actually finish the revamp though (especially if it needs a full ability tree revamp on top).&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=20461</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=20461"/>
		<updated>2013-02-15T10:58:56Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies - Needs updated to 0.73, partially out of date=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels for high difficulties, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters starts creeping past the 50% mark.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Mag/Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds even at high levels.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.  However, a Legendary Willow Destruction will easily match midrange Katalox staves, especially for Dark damage.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle, and the occasional Soul mage.&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick Notes&lt;br /&gt;
&lt;br /&gt;
Monster stat scaling: 0.1*Base_Stat*level+y&lt;br /&gt;
Bonus = [(level^1.1)-10]*.293 if level is greater then 10&lt;br /&gt;
Bonus = 0 otherwise&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=20460</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=20460"/>
		<updated>2013-02-15T10:58:24Z</updated>

		<summary type="html">&lt;p&gt;PK678353: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Needs updating with 0.73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels for high difficulties, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters starts creeping past the 50% mark.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Mag/Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds even at high levels.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.  However, a Legendary Willow Destruction will easily match midrange Katalox staves, especially for Dark damage.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle, and the occasional Soul mage.&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick Notes&lt;br /&gt;
&lt;br /&gt;
Monster stat scaling: 0.1*Base_Stat*level+y&lt;br /&gt;
Bonus = [(level^1.1)-10]*.293 if level is greater then 10&lt;br /&gt;
Bonus = 0 otherwise&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18614</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18614"/>
		<updated>2013-01-14T07:24:02Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Gossamer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels for high difficulties, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters starts creeping past the 50% mark.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Mag/Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds even at high levels.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.  However, a Legendary Willow Destruction will easily match midrange Katalox staves, especially for Dark damage.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle, and the occasional Soul mage.&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18613</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18613"/>
		<updated>2013-01-14T07:21:57Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Willow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels for high difficulties, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters starts creeping past the 50% mark.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Mag/Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds even at high levels.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.  However, a Legendary Willow Destruction will easily match midrange Katalox staves, especially for Dark damage.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18612</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18612"/>
		<updated>2013-01-14T07:19:43Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Two-Handed Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels for high difficulties, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters starts creeping past the 50% mark.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Mag/Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds even at high levels.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18611</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18611"/>
		<updated>2013-01-14T07:16:04Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Wakizashi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.  Some very high level players (350+) do make use of Niten though.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18263</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18263"/>
		<updated>2013-01-03T07:27:50Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Two-Handed Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon, so Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18262</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18262"/>
		<updated>2013-01-03T07:26:30Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Estoc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter or Legendary anything and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18261</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18261"/>
		<updated>2013-01-03T07:24:55Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Scythe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Grindfest, since they have the highest native damage in the game.&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18260</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18260"/>
		<updated>2013-01-03T07:23:01Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Willow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
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Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
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For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
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&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
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|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
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|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
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|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
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|}&lt;br /&gt;
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Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
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==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
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==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
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==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
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One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
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===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
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Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
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===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
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===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
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===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
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===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
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===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
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==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
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Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
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===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
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===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
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===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
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==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
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===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
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===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.  It basically has to be Legendary to be useful to high level players.&lt;br /&gt;
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===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18259</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18259"/>
		<updated>2013-01-03T07:17:47Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Kevlar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Mitigation based Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18258</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18258"/>
		<updated>2013-01-03T07:17:29Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Kevlar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Defensive Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.  Kevlar&#039;s high PMI allows the use of an Estoc rather than a Mace, but most players prefer the direct damage improvement of Shade.  It is the most defensive Light Armor.&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18257</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18257"/>
		<updated>2013-01-03T07:15:51Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Shade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Defensive Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Evade-based Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix but used for the near-Cloth low Interference, but even good Negation can be sold (though at a steep discount compared to better suffixes, Arcanist is strictly better).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18256</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18256"/>
		<updated>2013-01-03T07:13:59Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Defensive Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Offensive Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix, but even good Negation can be sold (though at a steep discount compared to better suffixes).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for survivability.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions (even 4 PAB Superiors).  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18255</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=18255"/>
		<updated>2013-01-03T07:12:31Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Shield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Defensive Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Offensive Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix, but even good Negation can be sold (though at a steep discount compared to better suffixes).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds, 1H builds to proc Counter Attacks on Blocks&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is a different take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather poor as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)s&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for said PMI.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions.  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=18073</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=18073"/>
		<updated>2012-12-23T22:14:21Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills&#039;&#039;&#039; are special abilities in the [[HentaiVerse]], currently for aiding the user in combat.&lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
These skills are available to all players.&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:defend.png]]&amp;lt;br&amp;gt;Defend&lt;br /&gt;
| You are defending from enemy blows. The amount of damage you take is reduced by 25%&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Defending&#039;&#039;&#039; lasts for 2 turns - the turn in which it was cast and the following turn&#039;&#039;&lt;br /&gt;
* &#039;&#039;10% [[Overcharge]] is consumed to recover 10% [[Character_Stats#Bases|base health]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Static_Charge.png]]&amp;lt;br&amp;gt;Focus&lt;br /&gt;
| You are mentally prepared for casting a magical attack. The chance for your spell being resisted or interfered is reduced, but so are your avoidance stats.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Focusing&#039;&#039;&#039; will leave the player unable to Evade/Block/Parry/Resist (-100% penalty). Monsters can still miss though.&lt;br /&gt;
* &#039;&#039;Increases Magic Hit Chance by 100%, reduce interference by 50%, and reduce monsters&#039; resist chance by 50%&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] is consumed to recover 5% [[Character_Stats#Bases|base mana]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:flee.png]]&amp;lt;br&amp;gt;Flee&lt;br /&gt;
| You are running away.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fleeing&#039;&#039;&#039; may take a full turn to take effect, during which monsters may still attack&lt;br /&gt;
* &#039;&#039;Removes the player from the current [[battle]] series&#039;&#039;&lt;br /&gt;
* &#039;&#039;Counts as a [[Monster_Lab#Chances|victory]] for monsters involved. There is a cooldown on how often a player can count towards a win.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.JPG|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Monster Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Monster Trainer&lt;br /&gt;
** Melee Attack [[Damage Type]]&lt;br /&gt;
** Damage Type Weaknesses, Resistances, and Immunities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fighting Skills==&lt;br /&gt;
A player&#039;s [[fighting style]] will grant additional fighting skills to players. &lt;br /&gt;
*They cannot miss, be parried, or be evaded.&lt;br /&gt;
*Players do not need to be in [[Spirit Stance]] to use these skills though this does boost their damage.&lt;br /&gt;
**If they are used while Spirit Stance is activated, the cost for Spirit Stance will be deducted before the skill is used. Thus, the skill will fail if the player doesn&#039;t have at least 10% Overcharge past the skill&#039;s cost.&lt;br /&gt;
*Using skills will drain [[Overcharge]] according to the table below. Additional Overcharge gives a bonus towards the inflicted damage.&lt;br /&gt;
*All skills have a cooldown time before they can be used again.&lt;br /&gt;
*New skills are unlocked with higher [[Proficiencies]]. For Niten Ichiryu, the smaller of dual-wield and two-handed proficiencies is used for this calculation.&lt;br /&gt;
*These skills use the player&#039;s current mainhand [[Weapons|weapon]]&#039;s element / damage type unless otherwise stated.&lt;br /&gt;
*Skills can be chained. Players need to use lower-tier skills in order to unlock higher-tier skills. This lasts for 5 turns each.&lt;br /&gt;
**[[Image:chain1.png]] = Tier 2 unlocked&lt;br /&gt;
**[[Image:chain2.png]] = Tier 3 unlocked&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style &lt;br /&gt;
!Skill (Tier)&lt;br /&gt;
!Cost &lt;br /&gt;
!Cooldown &lt;br /&gt;
!Unlock &lt;br /&gt;
!Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
!Shield Bash (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |25&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &lt;br /&gt;
*Does NOT require a [[Shield_(Equipment)|shield]].&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Does crushing damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vital Strike (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|&lt;br /&gt;
*Causes Bleeding Wound to a stunned enemy for 5 turns.&lt;br /&gt;
*Deals extra damage to a stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Merciful Blow (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Finish off a mortally wounded enemy.&lt;br /&gt;
*Instantly kills a bleeding target with less than 25% health.&lt;br /&gt;
**A target with more than 25% health simply takes damage.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
!Iris Strike (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&lt;br /&gt;
*Causes [[Spells#Deprecating_Magic|Blind]] for 100 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Backstab (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Ponies do it from behind.&lt;br /&gt;
*Deals extra damage on Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict [[Spells#Deprecating_Magic|Poison]] on Blinded targets for 15 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Frenzied Blows (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Go nuts.&lt;br /&gt;
*Hits all enemies for a total of 10-26 hits (depends on the number of enemies).&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[Fighting_Styles#Two-Handed|2-Handed Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
!Great Cleave (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Focus a powerful strike on a single enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Blow (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Tears through enemy defenses, leaving them vulnerable for followup attacks. &lt;br /&gt;
*Inflicts Penetrated Armor on all targets.&lt;br /&gt;
|-&lt;br /&gt;
!Shatter Strike (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|A mighty swing with your weapon causes your enemies to stagger.&lt;br /&gt;
*Inflicts Stunned on all targets if chained of off Rending Blow.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
!Skyward Sword&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Channels the power of the heavens for a powerful strike that causes massive carnage.&lt;br /&gt;
*Inflicts both Penetrated Armor and Bleeding Wound on all targets.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
!Concussive Strike&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Skills==&lt;br /&gt;
Skills that have special requirements to unlock.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost !! Cooldown !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
!Orbital Friendship Cannon&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |200&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Massive AoE damage to all enemies on the battlefield.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different My Little Pony [[Items#Collectables|collectables]].&lt;br /&gt;
|-&lt;br /&gt;
!FUS RO DAH&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|Damages and temporarily staggers all enemies on the battlefield.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
Overcharge for damage calculations is the Overcharge before skill use (otherwise a skill that used all OC would do 0 damage).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier * Overcharge * 0.02&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Skill Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;1H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash || 1&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || 2.5, 5 if stunned&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || 5 if Monster HP &amp;gt; 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;2H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Great Cleave || 3.5&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Dual Wield&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iris Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || 2.5, 5 if blinded&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Niten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skyward Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Concussive Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Orbital Friendship Cannon || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Overcharge]]&lt;br /&gt;
*[[Spells]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=24170&amp;amp;st=6420&amp;amp;p=2279949&amp;amp;#entry2279949 Focus&#039; full effect]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=18072</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=18072"/>
		<updated>2012-12-23T22:11:57Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills&#039;&#039;&#039; are special abilities in the [[HentaiVerse]], currently for aiding the user in combat.&lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
These skills are available to all players.&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:defend.png]]&amp;lt;br&amp;gt;Defend&lt;br /&gt;
| You are defending from enemy blows. The amount of damage you take is reduced by 25%&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Defending&#039;&#039;&#039; lasts for 2 turns - the turn in which it was cast and the following turn&#039;&#039;&lt;br /&gt;
* &#039;&#039;10% [[Overcharge]] is consumed to recover 10% [[Character_Stats#Bases|base health]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Abilities_Static_Charge.png]]&amp;lt;br&amp;gt;Focus&lt;br /&gt;
| You are mentally prepared for casting a magical attack. The chance for your spell being resisted or interfered is reduced, but so are your avoidance stats.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Focusing&#039;&#039;&#039; will leave the player unable to Evade/Block/Parry/Resist (-100% penalty). Monsters can still miss though.&lt;br /&gt;
* &#039;&#039;Increases Magic Hit Chance by 100%, reduce interference by 50%, and reduce monsters&#039; resist chance by 50%&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] is consumed to recover 5% [[Character_Stats#Bases|base mana]].&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:flee.png]]&amp;lt;br&amp;gt;Flee&lt;br /&gt;
| You are running away.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fleeing&#039;&#039;&#039; may take a full turn to take effect, during which monsters may still attack&lt;br /&gt;
* &#039;&#039;Removes the player from the current [[battle]] series&#039;&#039;&lt;br /&gt;
* &#039;&#039;Counts as a [[Monster_Lab#Chances|victory]] for monsters involved. There is a cooldown on how often a player can count towards a win.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.JPG|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Monster Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Monster Trainer&lt;br /&gt;
** Melee Attack [[Damage Type]]&lt;br /&gt;
** Damage Type Weaknesses, Resistances, and Immunities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fighting Skills==&lt;br /&gt;
A player&#039;s [[fighting style]] will grant additional fighting skills to players. &lt;br /&gt;
*They cannot miss, be parried, or be evaded.&lt;br /&gt;
*Players do not need to be in [[Spirit Stance]] to use these skills though this does boost their damage.&lt;br /&gt;
**If they are used while Spirit Stance is activated, the cost for Spirit Stance will be deducted before the skill is used. Thus, the skill will fail if the player doesn&#039;t have at least 10% Overcharge past the skill&#039;s cost.&lt;br /&gt;
*Using skills will drain [[Overcharge]] according to the table below. Additional Overcharge gives a bonus towards the inflicted damage.&lt;br /&gt;
*All skills have a cooldown time before they can be used again.&lt;br /&gt;
*New skills are unlocked with higher [[Proficiencies]]. For Niten Ichiryu, the smaller of dual-wield and two-handed proficiencies is used for this calculation.&lt;br /&gt;
*These skills use the player&#039;s current mainhand [[Weapons|weapon]]&#039;s element / damage type unless otherwise stated.&lt;br /&gt;
*Skills can be chained. Players need to use lower-tier skills in order to unlock higher-tier skills. This lasts for 5 turns each.&lt;br /&gt;
**[[Image:chain1.png]] = Tier 2 unlocked&lt;br /&gt;
**[[Image:chain2.png]] = Tier 3 unlocked&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style &lt;br /&gt;
!Skill (Tier)&lt;br /&gt;
!Cost &lt;br /&gt;
!Cooldown &lt;br /&gt;
!Unlock &lt;br /&gt;
!Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
!Shield Bash (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |25&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &lt;br /&gt;
*Does NOT require a [[Shield_(Equipment)|shield]].&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Does crushing damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vital Strike (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|&lt;br /&gt;
*Causes Bleeding Wound to a stunned enemy for 5 turns.&lt;br /&gt;
*Deals extra damage to a stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Merciful Blow (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Finish off a mortally wounded enemy.&lt;br /&gt;
*Instantly kills a bleeding target with less than 25% health.&lt;br /&gt;
**A target with more than 25% health simply takes damage.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
!Iris Strike (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&lt;br /&gt;
*Causes [[Spells#Deprecating_Magic|Blind]] for 100 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Backstab (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Ponies do it from behind.&lt;br /&gt;
*Deals extra damage on Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict [[Spells#Deprecating_Magic|Poison]] on Blinded targets for 15 turns.&lt;br /&gt;
|-&lt;br /&gt;
!Frenzied Blows (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |75&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|Go nuts.&lt;br /&gt;
*Hits all enemies for a total of 10-26 hits (depends on the number of enemies).&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[Fighting_Styles#Two-Handed|2-Handed Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
!Great Cleave (T1)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Focus a powerful strike on a single enemy.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Blow (T2)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Tears through enemy defenses, leaving them vulnerable for followup attacks. &lt;br /&gt;
*Inflicts Penetrated Armor on all targets.&lt;br /&gt;
|-&lt;br /&gt;
!Shatter Strike (T3)&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|A mighty swing with your weapon causes your enemies to stagger.&lt;br /&gt;
*Inflicts Stunned on all targets if chained of off Rending Blow.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
!Skyward Sword&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Channels the power of the heavens for a powerful strike that causes massive carnage.&lt;br /&gt;
*Inflicts both Penetrated Armor and Bleeding Wound on all targets.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
!Concussive Strike&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |Basic&lt;br /&gt;
|Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Skills==&lt;br /&gt;
Skills that have special requirements to unlock.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost !! Cooldown !! Status Effect&lt;br /&gt;
|-&lt;br /&gt;
!Orbital Friendship Cannon&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |200&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |50&lt;br /&gt;
|Massive AoE damage to all enemies on the battlefield.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different My Little Pony [[Items#Collectables|collectables]].&lt;br /&gt;
|-&lt;br /&gt;
!FUS RO DAH&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |100&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot; |10&lt;br /&gt;
|Damages and temporarily staggers all enemies on the battlefield.&lt;br /&gt;
*Causes Stunned for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier * Overcharge * 0.02&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Skill Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;1H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shield Bash || 1&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || 2.5, 5 if stunned&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || 5 if Monster HP &amp;gt; 25%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;2H&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Great Cleave || 3.5&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Dual Wield&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Iris Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || 2.5, 5 if blinded&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Niten&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skyward Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Staff&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Concussive Strike || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Orbital Friendship Cannon || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Abilities]]&lt;br /&gt;
*[[Overcharge]]&lt;br /&gt;
*[[Spells]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=24170&amp;amp;st=6420&amp;amp;p=2279949&amp;amp;#entry2279949 Focus&#039; full effect]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:Losernyeo&amp;diff=17880</id>
		<title>User:Losernyeo</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:Losernyeo&amp;diff=17880"/>
		<updated>2012-12-19T22:58:17Z</updated>

		<summary type="html">&lt;p&gt;PK678353: Created page with &amp;quot;Page created!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Page created!&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=17658</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=17658"/>
		<updated>2012-12-09T09:53:32Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Limitations of this article */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Defensive Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Offensive Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix, but even good Negation can be sold (though at a steep discount compared to better suffixes).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is an odd take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather meh as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)s&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for said PMI.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions.  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=User:PK678353&amp;diff=17657</id>
		<title>User:PK678353</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=User:PK678353&amp;diff=17657"/>
		<updated>2012-12-09T09:51:04Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rough Gear Valuation for Dummies=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cutoff point for saying something is &#039;worth money&#039; is about 20k, &#039;big money&#039; is 100k+.&lt;br /&gt;
&lt;br /&gt;
For almost all categories, anything below Superior is pretty much only salable to lowbies.  The exception is Phase where the quality formula values mitigation, which mages ignore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For almost any &#039;&#039;usable&#039;&#039; category, anything of Magnificent or Legendary grade is useful to someone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Meaning&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|0 || No one with money to pay uses this.  It&#039;s better than nothing. || Cotton&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || Exceptional pieces are useful. . . to lowbies || Leather&lt;br /&gt;
|-&lt;br /&gt;
|1 || Generally not used.  You&#039;ll find a few highly niche builds running it though (like the Priestess Gossamer/BC Mace build). || Priestess Gossamer, Shortswords&lt;br /&gt;
|-&lt;br /&gt;
|1.5 || Niche or just outshined by better (though rarer) options. || Oak Staff&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2nd tier equips for secondary builds. || Dagger&lt;br /&gt;
|-&lt;br /&gt;
|2.5 || 2nd tier equips for secondary builds.  This is where money starts || Deflection Kevlar, Elementalist Gossamer&lt;br /&gt;
|-&lt;br /&gt;
|3 || Primary, equipment for slightly less popular/capable builds (DW/Kevlar, Elemental Mage) or 2nd-tier/common equips for popular builds. || Protection Kevlar, Axe, Phase of Niflheim/Surtr&lt;br /&gt;
|-&lt;br /&gt;
|3.5 || Primary for other common builds, good examples are uncommon.  This is where big money starts. || Phase of Mjolnir/Freyr, Ethereal Mace of Slaughter, Ebony Staff, Protection Plate&lt;br /&gt;
|-&lt;br /&gt;
|4 || Primary for the most popular and effective/fast builds or primary and rare for other common builds (2H/Heavy or Shade, Holy/Dark Mage) || Ethereal Estoc of Slaughter, Katalox Staff&lt;br /&gt;
|-&lt;br /&gt;
|4.5 || Primary for the most popular and effective/fast builds, good examples are extremely rare || Power of Slaughter, Phase of Heimdall/Fenrir, Destruction Katalox&lt;br /&gt;
|-&lt;br /&gt;
|5 || This WILL get the nerfbat. || Mace back when Stun added +100% damage and refreshed on Stunned targets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abbreviation Note: Using HDA to refer to Hallowed/Demonic/Astral, the three best Elemental Strikes for anything but Ebony (where they are less valuable since Ebony users don&#039;t favor Holy/Dark/Soul spells)&lt;br /&gt;
&lt;br /&gt;
==Short Summary==&lt;br /&gt;
Rapier of Balance, Club of Slaughter, Estoc of Slaughter, Mace of Slaughter are the most valuable weapons.  Ethereal greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Staves, you want Ebony of Destruction or Elementalist or Mjolnir/Freyr/Surtr/Niflheim or Katalox of Anything But Focus.  Elemental prefix increases value, aligned Elemental prefix greatly increases value. &amp;lt;br&amp;gt;&lt;br /&gt;
In Cloth, ignore anything that isn&#039;t Phase of any sort or Gossamer of Elementalist/Heaven-Sent/Demon-fiend. &amp;lt;br&amp;gt;&lt;br /&gt;
In Light, you want Kevlar of Protection, Shade of Fleet or Shade of Shadowdancer. &amp;lt;br&amp;gt;&lt;br /&gt;
In Heavy, you want Plate of Protection or Power of Slaughter or Power of Protection. &amp;lt;br&amp;gt;&lt;br /&gt;
Any Exq+ Phase, Kevlar, Shade, Plate, Power, Mace, Estoc, Scythe, Katana, Club, Rapier, Ebony or Katalox can probably be sold to someone.  Probably (troll examples abound at Exquisite).&lt;br /&gt;
&lt;br /&gt;
==Limitations of this article==&lt;br /&gt;
&#039;&#039;&#039;EVERYTHING DEPENDS ON THE ACTUAL ROLLS OF THE DROP IN QUESTION.&#039;&#039;&#039;  In a very randomized gear system like this one, that is simply the nature of the beast.  The Value of the suffix just gives you a nice relative &#039;&#039;&#039;ranking of where you should spend attention&#039;&#039;&#039; on figuring out what&#039;s good.  If you get a Mag Power of Slaughter that just happens to have near-minimum ADB, it&#039;s still worth very little, but it&#039;s always worth checking (and it&#039;s still probably an easy 100k from a sucker that doesn&#039;t check properly).  Find a Fine Power of Slaughter with Max ADB , PMI and STR?  That&#039;s 100k+ easy (potentially more), 200k+ easy if it actually has an END PAB, &#039;&#039;despite being Fine&#039;&#039;.  Meanwhile, if you get a Magnificent Shortsword of the Vampire, you can be pretty confident it still isn&#039;t worth much.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
One-Handed weapons are primarily used in DW setups.  There is the occasional Sword and Board setup, but DW considerations dominate market demand and thus pricing.  The most common DW setup is Club/Rapier with Light or Heavy Armor, followed by Club/Dagger (usually Light) and Axe/Rapier (usually Heavy) in no particular order.&lt;br /&gt;
&lt;br /&gt;
One Handed weapons can drop with up to 4 PABs.  4 PAB examples are particularly valuable since only Butcher and Swift Strike are possible when leveling it, so no resetting would be necessary unless  it&#039;s an Ethereal and the owner is fishing for a good Element (and even then, they need only fish for the element, the difference between the last point being Butcher or SS is trivial).&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
* Primary Use: DW offhand for users preferring more parry&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
&lt;br /&gt;
Daggers are used off-hand in more defensive DW setups.  Thus, the most important stats are Accuracy (for more Offhand Strikes), and Parry.  Since Rapiers offer similar stats and a better proc, Daggers are not particularly popular.  However, good Balance Daggers can sell for at least 50k.  Ethereal doesn&#039;t help Dagger much, since they&#039;re already very light and do pitiful damage, but it&#039;s better than vanilla.  Elemental (particularly HDA) is decent since the Elemental Strike adds some good damage to an otherwise anemic offhand strike.  Daggers aren&#039;t popular enough to reach truly high prices.&lt;br /&gt;
&lt;br /&gt;
===Shortsword===&lt;br /&gt;
* Primary Use: DW (either hand)&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** Damage&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shortswords are similar to Daggers, with higher Damage but lower Parry and Accuracy.  This makes them less suited to off-hand use than a Dagger, but they don&#039;t have the damage of the Axe or the stun of a Club for mainhand use either.  They aren&#039;t particularly popular, and won&#039;t fetch much.  Still, given their very balanced stats, a high quality Balance isn&#039;t terrible for a DW build that wants to be more offensively focused.  Rapier (offhand) or Axe (mainhand) is still better for those builds, though.&lt;br /&gt;
&lt;br /&gt;
===Rapier===&lt;br /&gt;
* Primary Use: DW offhand for PA proc and high offhand chance.  Best offhand option.  Occasional mainhand use&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
The Rapier is the premier off hand weapon at present.  PA is an excellent proc, and Rapiers have excellent stats for off-hand use.  Balance in particular offers excellent Accuracy and Crit to improve Proc chances, and Rapiers have high native Parry.  Etherealness helps, as Rapiers are somewhat heavy, while an HDA Elemental prefix guarantees a useful Elemental Strike.  An Exq+ Eth/HDA Rapier of Balance can be very valuable indeed (100k+ easy with good AAB, particularly good ones can probably crest the million credit mark).&lt;br /&gt;
&lt;br /&gt;
===Club===&lt;br /&gt;
* Primary Use: DW mainhand, used when the Stun proc is preferred over bleed (mostly with a Shade set)&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter (the best by a large margin)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Balance&lt;br /&gt;
** Nimble&lt;br /&gt;
** Vampire/Banshee&lt;br /&gt;
Stun competes with PA for best proc, and Club is the only 1H weapon to have Stun.  Any Club is going to have pretty bad Accuracy/Parry compared to Rapiers, so they make poor offhand weapons.  The best suffix for Clubs is without doubt Slaughter.  Balance is very meh, Nimble is a joke and Illithid is midrange.  Battlecaster is ???.  Ethereal Clubs (or fully leveled ones) are strongly preferred at higher levels as Void damage is far better than Crushing.  Still, a good HDA Slaughter Club will fetch a good price.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
* Primary Use: DW mainhand to maximize raw damage output&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Bleed chance, Bleed % and Crit %&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then END.  Having all 4 is valuable since it limits IW Potencies to SS/Butcher)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid, BC&lt;br /&gt;
Axes are the highest raw damage 1H weapon (though Axe/Rapier clears faster than Axe/Axe due to PA).  Axe/Rapier builds combined with Heavy Armor are effective.  Since Axe, like Club, will be fail at pretty much anything but raw damage, Slaughter is the best suffix, followed by Illithid or Battlecaster in a distant 2nd.  Ethereal is preferred since Axes have higher than average B/I for 1H weapons.  Bleed time is not as important as it is for a Scythe since you&#039;ll likely not have multiple bleeding monsters at once.&lt;br /&gt;
&lt;br /&gt;
===Wakizashi===&lt;br /&gt;
* Primary Use: Niten offhand&lt;br /&gt;
* Value: 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Attack Accuracy (for offhand proc %)&lt;br /&gt;
** Parry&lt;br /&gt;
** PABs (STR/DEX most important, then AGI, then WIS)&lt;br /&gt;
** Damage&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Balance (the best by a large margin)&lt;br /&gt;
** Nimble (only near max Parry need apply)&lt;br /&gt;
** Slaughter (Niten users be crazy)&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Vampire/Illithid/Banshee&lt;br /&gt;
Wakizashis are rare, glorified Daggers.  They&#039;re worth a bit because of their rarity, otherwise they follow the same principles as Daggers.  Their primary use is Niten Ichiryu, which isn&#039;t particularly popular due to prof issues (and gimped Domino Strikes), so their price is not particularly high.&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
Estoc is probably the best weapon in the game right now.  Paired with Heavy Armor, it&#039;s got plenty of raw damage combined with a PA proc to tear through monsters quickly.  Paired with Shade it makes for a glass cannon though.  Mace is preferred for Shade builds, since the Stun allows them to avoid lots of damage.  Slashing weapons are presently out of favor at high levels, since the Bleed changes and because PA is so very powerful.  Slaughter is the best suffix by far for all 2H weapons.  Drain suffixes only proc on the primary target, so they aren&#039;t as good as they are on 1H weapons.&lt;br /&gt;
&lt;br /&gt;
Ethereal is preferred over Elemental for 2H because Elemental Strike only procs on the main target, and because 2H have high B/I otherwise.  In fact, vanilla 2H weapons are almost always worthless to the high level players, barring absurd stats.  High Ethereal 2H can be worth as much as 10x more than an equivalent vanilla 2H.&lt;br /&gt;
====Longsword====&lt;br /&gt;
* Primary Use: Poor man&#039;s Scythe&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Strength PAB&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything else, they&#039;re Longswords&lt;br /&gt;
Longsword was decent when Bleed was good and before the drop patches, when it was a lot easier to find a functional longsword than a good Scythe/Katana.  Now, it&#039;s a lot easier to find a good Scythe and Bleed is inferior to Stun and PA, so Longswords aren&#039;t worth much anymore.  I&#039;ve seen Legendary Longswords on sale for 60k and not moving at all.  Slaughter is of course the best suffix.&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
* Primary Use: Fastest killing weapon, normally combined with Heavy or Kevlar.  Primarily a weapon for level 150+ players, when PMI on monsters becomes a thing.&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** PA chance, PA time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Estoc is the fastest killing melee weapon in the game.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Estoc of Slaughter with good numbers is big money, potentially very big.  Estocs are primarily used by high level players, since PA does very little to monsters that only have &amp;lt;10% PMI in the first place.  This means that very good ones are worth a lot, and mediocre ones are basically worthless (no 200+ will use an Exquisite Estoc of Balance, they want Exq+ Slaughter and strongly prefer Eth/HDA).&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
* Primary Use: Safer than Estoc, often combined with full Power or Shade since they can&#039;t afford as many retaliatory hits&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Stun chance, Stun time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
The Mace is the safer, slower 2H option.  This makes them quite popular.  An Exquisite+ Ethereal/HDA Mace of Slaughter with good numbers is big money, potentially very big.  It&#039;s well worth getting Void damage on them, since Crushing damage is terrible.  As such, vanilla Maces are close to worthless if not maxed in IW.&lt;br /&gt;
&lt;br /&gt;
===Scythe===&lt;br /&gt;
* Primary Use: Demolishing encounters at low levels or lower difficulties&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Like Longswords, but good.  Better Bleed damage and better attack damage make Scythes attractive on lower difficulties, where they can be used to quickly clear rounds.  Slaughter is good, most other suffixes are meh to bad.  Top-flight Scythes are still usable for high level players clearing thousands of Normal rounds on Crysfest, since they have the highest native damage in the game.&lt;br /&gt;
===Katana===&lt;br /&gt;
* Primary Use: Niten Mainhand&lt;br /&gt;
* Value: 2.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Damage&lt;br /&gt;
** Bleed chance, Bleed % Bleed time and Crit %&lt;br /&gt;
** PABs (STR, DEX most important, AGI useful)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything but Slaughter, Illithid&lt;br /&gt;
Katanas are to Longswords as Wakis are to Daggers.  Ethereal is best to lose the otherwise high burden and interference.  A good Katana is more important than a good Waki to Niten, so the popularity is a little higher.&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
Staves are annoying to judge.  They have more stats than anything except Light Armor, and usually several of them are pertinent.  The most pertinent are usually MDB, EDB and Prof Bonus, followed by INT and WIS.  Any Staff completely lacking INT or WIS is going to be worth a lot less, and I doubt any staff lacking both could be worth much money.  Ethereal does very little for Staves, wheras Elemental will nicely enhance it&#039;s value, and an Elemental bonus that lines up with the Staff&#039;s bonuses is worth a good bit if the rolls come out right.  On the other hand, you can be fairly certain that any Redwood, Oak or Willow that isn&#039;t Legendary isn&#039;t worth enough to significantly regret losing it.  Staves are also a common choice for Noodles (along with 2H Weapons) in hopes of that Katalox of Destruction.  A side effect of this is that the market is flooded with random low Exquisite Staves (great Exquisites remain rare and expensive as ever).  Given that, very few Superior Staves are worth much at all.&lt;br /&gt;
===Redwood===&lt;br /&gt;
* Primary Use: Noob Staff, occasional use by high levels for the ET&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction?&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** It&#039;s Redwood.  It&#039;s all bad.&lt;br /&gt;
Redwood gives proficiency in everything and has the best Ether Theft.  It&#039;s generalist bent is it&#039;s weakness, most Redwood isn&#039;t worth much.  Exq+ can be decent, but Redwood is mostly raw materials for making LG Wood.&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
* Primary Use: Holy mage that can&#039;t find a better Katalox&lt;br /&gt;
* Value: 1.5/5, 2.5/5 for Heimdall, 3.5/5 for Hallowed Heimdall&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Holy EDB (8+ base)&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Heimdall&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-walker, Priestess&lt;br /&gt;
Earth-Walker and Priestess are jank, suitable only for bazaar/salvage.  Heimdall Oak can be good money with near-max EDB and good rolls elsewhere, particularly if it&#039;s Hallowed or Demonic.  However, Oak&#039;s poor base MDB hurts it badly.&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
* Primary Use: Noob Staff&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Dark EDB&lt;br /&gt;
** MDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Focus&lt;br /&gt;
Curse-Weaver is jank.  Focus is mostly jank since for most players an Ebony, Katalox or even Redwood focus staff is a better choice.  At least Willow has Destruction, and a Demonic Destruction staff could be worth a bit (still not big money, ever).  Willow Destruction is severely lacking in raw MDB compared to Katalox or Ebony.&lt;br /&gt;
&lt;br /&gt;
===Ebony===&lt;br /&gt;
* Primary Use: Elemental Mages of any level.  Low levels run Elementalist or Focus, high run Destruction/particular Element&lt;br /&gt;
* Value: 3.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** EDB (for Elemental prefixed or suffixed staves)&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Mjolnir/Freyr/Surtr/Niflheim&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, entirely dependent on stats&lt;br /&gt;
Ebony is the Elemental mage&#039;s choice implement.  At low levels, Elementalist is king, and Exq/Mag Elementalist can easily sell for 20-50k.  Good examples of Elemental Strike Elementalist can go for 100k+ at that quality.  The specific element suffixes (Surtr/Niflheim/Mjolnir/Freyr) are worth about as much (though the value can go MUCH higher with an aligned prefix like Shocking Mjolnir).  Destruction is again worth about the same unless it&#039;s exceptional in some way (Mag+, an aligned Element like Fire or Wind, particularly high MDB).  Mag+ Elemental Strike Destruction with good rolls can easily go into the hundreds of thousands, as can almost any Legendary Ebony.  &lt;br /&gt;
&lt;br /&gt;
The thing about Ebony is that Elemental mages are a smaller and more diverse group than Holy/Dark, and each one wants something particular out of their staff (though Destruction remains universally popular at higher levels, especially with an aligned Element).&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
* Primary Use: High level Holy/Dark Mages&lt;br /&gt;
* Value: 4/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** MDB&lt;br /&gt;
** Holy/Dark EDB&lt;br /&gt;
** ET Chance and time&lt;br /&gt;
** INT/WIS&lt;br /&gt;
** Mana Conservation (for Focus)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Destruction&lt;br /&gt;
** Heimdall/Fenrir&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None.  It is completely dependent on it having good stats.&lt;br /&gt;
Katalox has the potential for big money in most of its suffixes.  Demon-Fiend/Heaven-Sent is good but not great, Heimdall/Fenrir is better, and excellent examples with an HDA strike can fetch low millions.  Destruction Katalox with good rolls is where the real money is though.  Exquisite Katalox Staves of Destruction without glaring flaws routinely hit 500k+ on auction, and particularly good examples go well into the millions.  Even Focus isn&#039;t worthless with good rolls.  Katalox is almost exclusively used by level 150+ mages with access to Dark, so there is no market for midrange Katalox.  It&#039;s worth big money or nothing, even more than most staves.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Shields are presently out of favor because of the sluggish kill speed of 1H setups.  High block chance is still valuable, but don&#039;t expect much money from even an exceptional shield.&lt;br /&gt;
===Buckler===&lt;br /&gt;
* Primary Use: Light 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Nimble&lt;br /&gt;
** Battlecaster&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Barrier is the best suffix, as it adds to Block Chance.  Nimble is similar but worse (while it can get a higher total Parry/Block, Parry is only physical, block is both).  Protection/Warding is worthless.  Battlecaster is ???&lt;br /&gt;
===Kite &amp;amp; Tower===&lt;br /&gt;
* Primary Use: Heavy 1H&lt;br /&gt;
* Value: 1/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block Chance&lt;br /&gt;
** B/I&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Protection, Warding&lt;br /&gt;
Grouped due to similarities.  Barrier is by far the best, Battlecaster is ???.  Everything else is jank.&lt;br /&gt;
&lt;br /&gt;
==Cloth Armor==&lt;br /&gt;
Mages are all about firepower and killing the enemy before it can even move.  If a piece of armor doesn&#039;t advance that goal, they don&#039;t want it.  Evade is good too.  It should be noted that INT and WIS PABs are almost always expected on Cloth.  If a piece doesn&#039;t have at least those two PABs, it is worthless to most high level players (read: players with money).  Since Phase offers the best damage, it is by far the most valuable.&lt;br /&gt;
===Cotton===&lt;br /&gt;
* Primary Use: Newbies that haven&#039;t found better&lt;br /&gt;
* Value: 0/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (&amp;gt;300 Salvage, else Bazaar)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Cotton does not contribute anything to a mage&#039;s offensive abilities.  It is therefore pretty much worthless, a way for newbies to fill in slots before they find something useful (or the free sections of WTS).  Bazaar it or salvage it.&lt;br /&gt;
&lt;br /&gt;
===Gossamer===&lt;br /&gt;
* Primary Use: Low-proficiency mages to increase damage, Elementalists who use the entire cycle&lt;br /&gt;
* Value: 2.5/5 for Elementalist/Heaven-Sent/Demon-fiend, 1/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Proficiency Bonus&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Demon-Fiend&lt;br /&gt;
** Heaven-Sent&lt;br /&gt;
** Elementalist&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Earth-Walker&lt;br /&gt;
** Curse-Weaver&lt;br /&gt;
** Priestess&lt;br /&gt;
Gossamer adds proficiency bonuses.  Elemental, Divine, and Forbidden proficiencies add 0.5% damage per level, so Elementalist, Heaven-Sent, and Demon-Fiend Gossamer can be worth money.  However, Phase will add more damage as the player&#039;s proficiency increases, so most high level mages use pure Phase (some will mix in a single piece of appropriate Gossamer).  Prof bonus is the stat that adds damage, and thus the most important, with PABs and Evade following.  Since Gossamer (particularly Elementalist) is primarily sold to lower level mages, it does not &#039;&#039;necessarily&#039;&#039; need both INT and WIS, but lacking one curtails its value.&lt;br /&gt;
Curse-Weaver, Priestess and Earth-Walker Gossamer have a few specialized uses, but are mostly garbage.  Mag+ examples might be worth more sold to players, otherwise Bazaar them.&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
* Primary Use: Higher level mages&lt;br /&gt;
* Value: 4.5/5 for Heimdall/Fenrir, 3.5/5 for Mjolnir/Freyr, 3/5 for Surtr/Niflheim&lt;br /&gt;
* Important Stats&lt;br /&gt;
** EDB&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Fenrir/Heimdall&lt;br /&gt;
** Mjolnir/Freyr&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None&lt;br /&gt;
Phase is the big guns.  EDB is the most important stat, followed by the INT/WIS PABs, then Evade, then the AGI/DEX PABs.  Phase is one of the few exceptions to the rule that anything below Fine is automatically jank, as an Average Heimdall/Fenrir with max EDB and good INT/WIS/Evade can still be worth 100k+.  Heimdall and Fenrir Phase are by far the most valuable, followed by Mjolnir and Freyr, followed closely by Surtr and Niflheim.  There are no bad suffixes here, only less-than-awesome ones.  Even a Niflheim piece can be worth big money if it&#039;s high quality (Exq+ 3 PAB).  There&#039;e even a market for mediocre Fenrir/Heimdall phase given how popular Holy/Dark style is compared to Elemental, but the market for mediocre Elemental is mainly lower level players, so there&#039;s not much money there.  On the other hand, truly good Elemental phase is still worth a lot, as the few high level Elemental mages are willing to pay handsomely for top-flight pieces.&lt;br /&gt;
&lt;br /&gt;
4 PAB Phase is of course the most valuable, followed by AGI/INT/WIS, then DEX/INT/WIS, then standard INT/WIS Phase.  Troll phase (pieces missing INT or WIS) are of course worth little (you might still eke out a bit from a Heimdall/Fenrir one with excellent stats elsewhere).  Most players that don&#039;t bazaar/salvage troll phase give it to newbies for free.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
Light builds are split among Mitigation based Kevlar builds and Evade based Shade builds.  Any Exq+ Kevlar or Shade piece has the potential to be worth at least 20k, often more (especially Mag/Leg ones)&lt;br /&gt;
===Leather===&lt;br /&gt;
* Primary Use: Lowbies that haven&#039;t found better&lt;br /&gt;
* Value: 0.5/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PXP (Salvage if &amp;gt;300, else Bazaar)&lt;br /&gt;
* &amp;quot;Good&amp;quot; Suffixes&lt;br /&gt;
** None&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** All of them&lt;br /&gt;
Leather is pretty much strictly worse than both Kevlar and Shade.  Unlike Cotton, it at least adds noticeable PMI, but it&#039;s still universally jank.&lt;br /&gt;
&lt;br /&gt;
===Kevlar===&lt;br /&gt;
* Primary Use: Defensive Light Armor builds (usually combined with DW or Estoc)&lt;br /&gt;
* Value: 3/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** Evade&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Specific Mitigations&lt;br /&gt;
Kevlar is Light Armor&#039;s answer to Plate.  Kevlar lives and dies by PMI and PABs.  As such, Protection is the best suffix.  The other 3 suffixes are specific physical mitigations, and while not utterly worthless they have to be very high quality to be worth anything.  Exq+ can be sold for a nice sum if they&#039;ve got the PABs to back up their prefix.&lt;br /&gt;
===Shade===&lt;br /&gt;
* Primary Use: Offensive Light Armor builds (usually combined with DW or Mace)&lt;br /&gt;
* Value: 4.5/5 for Shadowdancer, 4 for Fleet, 3/5 for Arcanist/Negation&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Evade&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (DEX/AGI most important, then STR/END, then WIS, then INT.  Arcanist may place more emphasis on INT/WIS)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Shadowdancer&lt;br /&gt;
** Fleet&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** None, though Negation is undoubtedly the worst&lt;br /&gt;
Shade is Light Armor&#039;s answer to Power Armor.  Unlike Kevlar, Shade has only mediocre PMI and instead uses Evade to avoid damage.  Evade, PMI, PABs and ADB are important to Shade, and the best suffixes are therefore Shadowdancer and Fleet (Shadowdancer can almost match Fleet&#039;s evade with better offense, but top-tier Shadowdancer is rarely sold while Exq+ Fleet is frequently at auction).  Arcanist is a niche suffix, but even good Negation can be sold (though at a steep discount compared to better suffixes).&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
Heavy armor is presently considered the best for clearing at high difficulties due to the consistent defense of high PMI.  Power Armor&#039;s very high ADB and the ability to Feather your armor and avoid the downsides doesn&#039;t hurt things either.  Any Exq+ Plate or Power has the potential to be worth money, particularly Mag/Leg.  The STR and END PABs are very important to these pieces, as they add PMI (and damage for STR).  No piece lacking one will become serious money (a Power Slaughter without END can still fetch 100k easy enough, but it won&#039;t shoot off into the millions like 4 PAB ones can).&lt;br /&gt;
===Plate===&lt;br /&gt;
* Primary Use: Combined with Power Armor to bring PMI up to survivable levels&lt;br /&gt;
* Value: 3.5/5 for Protection, 2.5/5 for everything else&lt;br /&gt;
* Important Stats&lt;br /&gt;
** PMI&lt;br /&gt;
** END PAB&lt;br /&gt;
** PMI&lt;br /&gt;
** STR/DEX PABs&lt;br /&gt;
** B/I&lt;br /&gt;
** Did I mention PMI and END PAB?&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Plate is all about the PMI, with END,STR, and DEX PABs close behind.  Since END and STR both add PMI, the PAB rolls end up being more important than the raw PMI roll at high levels since they scale a lot faster (Plate without STR/END isn&#039;t good, Plate without END is worthless to anyone above level 100).  Protection is the best suffix by far, but Plate has such good PMI naturally that any suffix can be sold if it&#039;s Exq+,near max PMI and good PABs.  Most non-Protection is still Bazaar trash though.  The thing about Plate is that it&#039;s Tier 1, so only the most exceptional pieces are worth serious money.  The bog standard Superior Plate X of Protection is usually worth about 3-5k, and decent Exq Prot is 15-50k (can go higher for near-perfect pieces).  Top of the line Plate of Protection (mag/leg, all PABs, near max mag/leg PMI) can fetch millions easily.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Primary Use: Tank builds&lt;br /&gt;
* Popularity: 3/5 for Barrier, 2.5/5 Protection, otherwise 2/5&lt;br /&gt;
* Important Stats&lt;br /&gt;
** Block %&lt;br /&gt;
** PMI&lt;br /&gt;
** PABs (Again, END and STR most important)&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Barrier&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Everything Else&lt;br /&gt;
Shield is an odd take on Heavy, trading the PMI of Plate and the sheer damage of Power for the ability to just outright ignore a significant chunk of enemy attacks.  It&#039;s probably the tankiest armor available.  Barrier suffix increases Block, making it the best suffix, and a base Block of 10+ is preferred on Barrier pieces (Feet can get away with 8+).  Protection is next best, with the rest being rather meh as Shield is not popular.  Plate of Protection mixes with Power Armor better.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
* Primary Use: KILL ALL THE THINGS!&lt;br /&gt;
* Popularity: 4.5/5 for Slaughter, 4/5 for others&lt;br /&gt;
* Important Stats&lt;br /&gt;
** ADB&lt;br /&gt;
** PMI&lt;br /&gt;
** PAB (STR, END, DEX most important)s&lt;br /&gt;
* Good Suffixes&lt;br /&gt;
** Slaughter&lt;br /&gt;
** Protection&lt;br /&gt;
* Crappy Suffixes&lt;br /&gt;
** Warding (and even that&#039;s worth money with good rolls)&lt;br /&gt;
Power Armor is all about getting just enough survivability from PMI and then adding as much face-smashing ADB as you possibly can.  It&#039;s usually mixed with a few excellent Plate pieces for said PMI.  Slaughter Power with good ADB, STR, and PMI is worth serious money, with Exquisite+ pieces going into the millions.  Protection is next most valuable (and significantly cheaper), with Balance being next in line.  Warding is least favored, but even that can be sold for a decent bit if it&#039;s high quality (Sup+) with good PMI and ADB.&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Action_Speed&amp;diff=17618</id>
		<title>Action Speed</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Action_Speed&amp;diff=17618"/>
		<updated>2012-12-06T23:34:22Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Action Speed is a derived attribute, calculated from:&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;Action Speed&#039;&#039;&#039; = 100 + [[Character_Stats#Primary_Attributes|AGI]] / 3&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Action speed translates into how long a 1.0x action (like an attack or first tier elemental spell) takes by subtracting it from 500. As battles progress and time units pass, some monsters with higher action speeds may perform an additional attack against the player. Conversely, a player who has accumulated enough time units due to their high action speed may take a turn to perform an additional action before the monsters are allowed their action.&lt;br /&gt;
&lt;br /&gt;
==Base Action Speeds==&lt;br /&gt;
In this table higher numbers indicate slower actions. &#039;&#039;Note that these numbers may be out of date.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AoE [[spells]] start out (at 1 [[Abilities|Ability Point]]) as 0.4 slower than their single target counterparts and have their cast times reduced by -0.1 per Ability Point invested after the first, becoming as fast as their single-target counterparts when maxed.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!Base Speed&lt;br /&gt;
|-&lt;br /&gt;
|Using a [[Items#Battle_Powerups|powerup]] || 0&lt;br /&gt;
|-&lt;br /&gt;
|Attack || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skills#Universal_Skills|Defend / Scan / Focus]] || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Piercing|Magic Missile]] || 1.1&lt;br /&gt;
|-&lt;br /&gt;
|First tier of single-target [[spells]] (Fireball, Icestrike, etc.) || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|First tier of AoE spells (Inferno, Snowstorm, etc.) || 1.4&lt;br /&gt;
|-&lt;br /&gt;
|Second tier of AoE spells (Purge, Meteor, etc.) ||&amp;gt;1.5&lt;br /&gt;
|-&lt;br /&gt;
|Third tier of AoE spells (Banish, Soul Harvest, etc.) ||&amp;gt;1.7&lt;br /&gt;
|-&lt;br /&gt;
|Fourth tier of AoE spells (Ragnarok, Soul Burst) ||&amp;gt;1.9&lt;br /&gt;
|-&lt;br /&gt;
|Using [[items]] ||&amp;gt;0.9&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Curative_Magic|Cure I]] || 0.5?&lt;br /&gt;
|-&lt;br /&gt;
|Cure II || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Cure III || 0.7&lt;br /&gt;
|-&lt;br /&gt;
|Poison || 0.8&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Supportive_Magic|Supportive spells]] ||&amp;lt;1.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Spells#Deprecating_Magic|Deprecating spells]] ||?&lt;br /&gt;
|-&lt;br /&gt;
|Toggling [[Spirit Stance]] ||&amp;gt;1.0&lt;br /&gt;
|-&lt;br /&gt;
|Fleeing ||?&lt;br /&gt;
|-&lt;br /&gt;
|Regen I ||&amp;lt;1.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skills#Fighting_Skills|Fighting Skills]] ||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing Action Speed==&lt;br /&gt;
Besides increasing AGI, the other ways to increase action speed in [[Battles|battle]] are:&lt;br /&gt;
*Using the [[Spells#Supportive Magic|Haste]] spell. Haste increases base action speed by 50%.&lt;br /&gt;
*Unlocking the [[Abilities#Tier_9 | X-Item]], [[Abilities#Tier_10 | X-Attack]], and [[Abilities#Tier_17 | X-Magic]] abilities to decrease the base action time of their respective battle actions by 25%.&lt;br /&gt;
*Getting the hath perk [[Innate Arcana]] improves a player&#039;s action economy by maintaining [[Spells#Supportive_Magic|supportive spells]] without using actions.&lt;br /&gt;
*Having a weapon with the Swift Strike [[potency]] can increase the speed of attacking. This can break the [[#Limits|speed cap]].&lt;br /&gt;
&lt;br /&gt;
==Limits==&lt;br /&gt;
Base turn duration cannot be higher than 500 or lower than 100. Action speed is capped at 400 after all bonuses are applied.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=27680&amp;amp;view=findpost&amp;amp;p=747114 Action Time] - A thesis on how various game mechanics affect the actual amount of time units/&amp;quot;ticks&amp;quot; actions take.&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=47834&amp;amp;st=320&amp;amp;p=1845119&amp;amp;#entry1845119 Skillchip&#039;s Testing] - More recent numbers (4/2012, HV 0.6.6) for Action Speed and X-Mods, the current authoritative source if you want to dive deeper&lt;br /&gt;
*[http://forums.e-hentai.org/index.php?showtopic=47834&amp;amp;st=500&amp;amp;p=2082267&amp;amp;#entry2082267 A bit more from Skillchip]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>PK678353</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=17604</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=17604"/>
		<updated>2012-12-06T04:46:58Z</updated>

		<summary type="html">&lt;p&gt;PK678353: /* Mitigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Attributes==&lt;br /&gt;
Primary Attributes are purchased with [[Experience Points]]. There are six primary attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Health Points by 1 (before [[Abilities#Basic_Abilities|HP Tank Modifier]])&lt;br /&gt;
* Every point raises Physical Base Damage by 2&lt;br /&gt;
* Every point raises Physical Mitigation by 0.04% †‡&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Health Points by 5 (before HP Tank Modifier)&lt;br /&gt;
* Every point raises Health Regen by 0.2 per minute&lt;br /&gt;
* Every point raises Physical and Magical Mitigation by 0.07% †‡&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Physical Base Damage by 1&lt;br /&gt;
* Every 25 points raises Attack Accuracy, Attack Crit Rate, and base Parry chance by 1% ‡&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* Every point raises Magical Base Damage by 2&lt;br /&gt;
* Every 4 points raises Magic Points by 1 (before [[Abilities#Basic_Abilities|MP Tank Modifier]])&lt;br /&gt;
* Every 70 points raises Magic Crit Rate by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* Every 3 points raises [[Action Speed]] by 1&lt;br /&gt;
* Every 25 points raises base Evade chance by 1% ‡&lt;br /&gt;
* Every 50 points raises Attack Crit Rate by 1%&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* Every point raises Magic Points by 1 except for every fourth point (before MP Tank Modifier)&lt;br /&gt;
* Every point raises Magic Regen by 0.04 per minute&lt;br /&gt;
* Every point raises Magical Base Damage by 1&lt;br /&gt;
* Every point raises Magical Mitigation by 0.04% †‡&lt;br /&gt;
* Every 25 points raises Magic Accuracy by 1% ‡&lt;br /&gt;
* Every 25 points raises base Resist chance by 1% ‡&lt;br /&gt;
* Every 35 points raises Magic Crit Rate by 1%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* Raises Spirit Points by 0.1&lt;br /&gt;
* Raises Spirit Regen by 1/600&lt;br /&gt;
|}&lt;br /&gt;
Notes: &lt;br /&gt;
* † Mitigation gains from Strength and Wisdom are capped at 50%; gains from Endurance are capped at 90%&lt;br /&gt;
&lt;br /&gt;
* ‡ Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added &#039;&#039;multiplicatively&#039;&#039;. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through primary attributes alone, but it can be done with the use of certain items.&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(1.8932743^(1 + current_stat / 400))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alternative Sources===&lt;br /&gt;
There are additional ways to acquire points in primary attributes:&lt;br /&gt;
*Offering an [[Items#Artifacts|Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This is capped at +20 per attribute.&lt;br /&gt;
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.&lt;br /&gt;
**Wearing full sets of the same armor type grant stats based on a player&#039;s [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.&lt;br /&gt;
*Various [[Auras]] give bonuses to certain attributes while active.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These &amp;quot;do-over&amp;quot; points recover at a rate of 1 every 8640 seconds.&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. These stats can also be calculated using [http://www.starfleetplatoon.com/EHCalc/download.php Sonic&#039;s EH Calculator]. Note that these formulas may be partially inaccurate.&lt;br /&gt;
&lt;br /&gt;
====Bases====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base physical damage&#039;&#039;&#039; = (STR * 2) + (DEX * 1) + ([[Proficiencies#Weapons |weapon_prof]] * &#039;&#039;TYPE&#039;&#039;) + (equip_Attack_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 1 for Staff, 3 for 1-Handed and 2-Handed, and 5 for Dual Wielding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base magic damage&#039;&#039;&#039; = (INT * 2) + (WIS * 1) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Base Accuracy&#039;&#039;&#039; = 80%&lt;br /&gt;
&#039;&#039;&#039;Base Crit Chance&#039;&#039;&#039; = 5%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Accuracy &amp;amp; Crit====&lt;br /&gt;
Note that the equip bonus from different equipments are still added &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Aura |aura_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Accuracy&#039;&#039;&#039; = 80% + [[Equipment |equip_bonus]] + [[Aura |aura_bonus]] + WIS * 0.04%&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.04%) * (1 - AGI * 0.02%) * (1 -  Max((Max([[Burden]] - 75, 0) * 2%), 1))&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - WIS / 35) * (1 - INT / 70) * (1 - Max(([[Interference]] * 2%), 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Evade====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |aura_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)) * (1 - Min(([[Burden]] * 4/3%),1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Damage|Mitigation]]====&lt;br /&gt;
Note that the equip bonus from different equipments are added multiplicatively.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |aura_bonus]]) * (1 - STR * 0.04%) * (1 - END * 0.07%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |aura_bonus]]) * (1 - [[Proficiencies |prof_bonus]]) * (1 - WIS * 0.04%) * (1 - END * 0.07%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Points====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (50 + Level * 10 + STR + END * 5) * [[Abilities#Basic_Abilities|HP Tank Modifier]] * [[Aura#White|white_aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + Level + INT * 0.25 + WIS * 0.75) * [[Abilities#Basic_Abilities|MP Tank Modifier]] * [[Aura#Black|black_aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + ([[Karma#Power|Power]] / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * [[Abilities#Basic_Abilities|SP Tank Modifier]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s base HP/MP/SP (i.e. before tank modifier and aura bonus are applied). The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the character screen.&lt;br /&gt;
*The &#039;&#039;&#039;aura_bonus&#039;&#039;&#039; is 1.1 if the appropriate aura is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Regeneration Rates====&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Regen (per minute)&#039;&#039;&#039; = 20 + (END / 5) * [[Aura |aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Magic Regen (per minute)&#039;&#039;&#039; = 5 + (WIS / 25) * [[Aura |aura_bonus]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Regen (per minute)&#039;&#039;&#039; = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Aura |aura_bonus]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The &#039;&#039;&#039;aura_bonus&#039;&#039;&#039; is 1.5 if either [[Auras#Rainbow|Rainbow]] or [[Auras#Gold|Gold]] auras are obtained, or 2 if both are possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
=====Battle Regen=====&lt;br /&gt;
During [[Battles|battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per turn&#039;&#039;&#039; = Magic Regen / 15&lt;br /&gt;
&#039;&#039;&#039;SP gained per turn&#039;&#039;&#039; = Spirit Regen / 30&amp;lt;/pre&amp;gt;&lt;br /&gt;
These do &#039;&#039;&#039;not&#039;&#039;&#039; occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.&lt;br /&gt;
&lt;br /&gt;
====Other====&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;[[Action Speed]]&#039;&#039;&#039; = 100 + AGI / 3&lt;br /&gt;
&#039;&#039;&#039;[[Overcharge]]&#039;&#039;&#039; = 100 + [[Abilities#Basic_Abilities|Overcharge Boost]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Auras]] and [[Abilities]].&lt;br /&gt;
* Each 1% of Resistance increases the player&#039;s mitigation against spells of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[equipment]]. Magic mitigation and elemental resistance multipliers are in addition to these base ratings.&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]]. Only found on [[weapons]].&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>PK678353</name></author>
	</entry>
</feed>